Unet Matchmaking Europe-North America | cannot see rooms

Hi,

Currently me and someone from the USA are working on a co-op game together and we cannot connect to eachother. We cannot even see the rooms we create.

While I can see and join rooms created by other people located in Europe, I cannot see rooms that are created by people located in NA.

We are using the Networkmanager(.matchmaker) and apart from that the multiplayer matchmaking service @http://multiplayer.unity3d.com/

Does anyone know what might be causing the issue?

Hi!

We have 3 data centers right now, with plans for more going forward. When you use the default URL, you’ll connect to the most local data center to you geographically. This is to minimize latency in multiplayer games.

In this case you’re connecting to EU and your coworker is connecting to US. Data centers are siloed from each other with respect to match enumeration, so you wouldnt see each other’s games.

You can force a connection however directly to the data center of your choice. Here’s the list of current URLs to do so:

EU: eu1-mm.unet.unity3d.com
US: us1-mm.unet.unity3d.com
AP: ap1-mm.unet.unity3d.com

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Since every question about this leads to this post: Do this with

NetworkManager networkManager = FindObjectOfType();
networkManager.SetMatchHost(“eu1-mm.unet.unity3d.com”, networkManager.matchPort, true);

or similar

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Does this also affect the relay server connection?

Is there any way to detect which data center / region the client is connecting to?

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I haven’t figured out so far, what I do is ping the different data centers and force the client to connect to the one with the lowest avg ping.

Is there any possibility of getting this added to the documentation? I just spent the last four days, pulling my hair out over this issue. I only just found this thread in a search after reading Photon’s documentation, which casually mentions this right away, in their basic tutorial.

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Is there any way to detect which data center / region the client is connecting to?

@GKiernozek I did exactly as @Somaweb suggested and it seems to be working fine.

Just had this same issue and found this article before finding the Unity article. Thanks for the help! In my case, I just created a drop down to select region as a workaround for now.

Unity Doc for future reference:
https://docs.unity3d.com/ScriptReference/Networking.NetworkManager-matchHost.html

using System.collections;
using System.collections.Generic;
using UnityEngine;
using UnityEngine.Networking;

public class Rooms : MonoBehaviour
{

void Start()
{

NetworkManager networkManager = FindObjectOfType();
networkManager.SetMatchHost(“eu1-mm.unet.unity3d.com”, networkManager.matchPort, true);

}

}