UNET Multiplayer works great with 2 people. Players three onward cause all kinds of issues.

Using matchmaker players one and two join. They can play, everything’s great. If player three tries to join they can see the server by name but cannot connect. We’ve alpha tested quite extensively with two players for a while and had no problems.

When running multiple instances of the game on LAN, you can connect the extra clients.
They only show on the server. Other clients sometimes can and sometimes cannot see eachother.
They do not move to their spawnpoints, they simply sit at 0, 0, 0.
Trying to actually play on the later clients, player 3 and 4 etc, causes everything from crashes to simply “working” on the client in question but not updating position/info to other clients.

My first thought was this was something to do with Unity’s Services. I checked and found I’d set the project to a maximum of two players per server (out of 20 possible). I rectified this to 20, then later to 4, without being able to get a third player onwards in the instance, functioning correctly.

I’ve no idea where to look. I’ve got no error logs to go off, nothing seemingly obvious is occuring to me to check. If anybody has experienced anything similar, some help would be much appreciated.

Any further information will be happily provided on request.

Adding “networkManager.maxConnections = 4;” to a script appears to have half solved the issue. I noticed this was an option in the Network Lobby Manager but not the Network Manager. Using the Network Lobby Manager caused its own array of problems, so as a shot in the dark I tried adding that bit of code to a script… I can now connect exactly 4 clients to the server on LAN and can also connect a third client unlike before through Matchmaker.

It would now appear that the only remaining problem is that my clients cannot see eachother’s movement, although they can damage eachother and all the related data processes correctly. I’ll research this independantly. If anybody walks into a similar issue in the future, that one line of code is your friend.