Having eagerly installed U3 I was dismayed to notice a lack of updates to the master server and its documentation, it still lists the old 0.1.0 version for download. But fortunately I received the links to the latest(?) beta version. Attempting to utilize the new GUID system was a tad troublesome however.
Network.Connect(hostElement.guid);
Results in “Unhandled message 67 from IP:50005”
After a while it continues with. “Unhandled message 70 from IP:50005”
The facilitator is running at port 50005 at the designated IP and the terminal does verify that it’s attempting to connect the two clients. I’m running version 2.0.0f1_50813 of the Facilitator and Masterserver.
Has anyone encountered this issue? Can it be resolved without a patch from Unity 3D? It appears that the facilitator is attempting something that the Unity engine has yet to implement, or at least that’s what I gleaned from the “Unhandled message”, but it might be the other way around with the Facilitator being too old and using outdated messages.
A quick update, this appears to be the case when using unity technologies’ masterserver as well.
“Unhandled message {67,70} from 72.52.207.14:50005”
While it’s comforting that it isn’t a configuration error on my part it does beg the question; where are the updated masterserver and facilitator sources?
Yet another update. This isn’t restricted to Network.Connect(hostElement.guid), it will also happen when you pass the entire hostElement. In order to reproduce it you should use nat when initializing the server, then attempt to connect to it with a client that is nat’ed. The result will be the same “Unhandled message {67,70}” as the Facilitator attempts to… well, facilitate the connections.
Same story here, can’t run networking with the new Unity 3.
I think we need whole new Mastersrver _Conntester setup for the new Unity
and it probably is quite different then previous one for 2.61.
I hope it will be addressed before my Pro trail runs out…
I have your bug report, and I’m looking into it. My initial impression is that these messages do appear when when you have a failed connection attempt (i.e. the punchthrough didn’t work).
Hmm, I just got this same Unhandled Message when I made a change in a script on my side and attempted to connect to a player who didn’t have the change. The change was allowing an extra player in the room (limit +1). Might these messages indicate a difference in the ‘versions’ attempting to connect?
I also get these messages when trying to connect using NAT Punchthrough. If I try to reconnect, after the error, Unity crashes. Both host and server have LimitedNATPunchthroughSymmetric. I have tried connecting from 5 different locations and 5 different routers, but i get the same result. I tried to use the Unity proxy server to avoid NAT Punchthrough, but I also get unhandled messages from that.
Sorry to bring back this thread but wondering if we have found a fix for it yet?
Weirdest thing was I had a debug line in my OnPlayerConnected function and the first two times I tried it, it worked just fine. After that it stopped working 100% of the time now. Just showing the Unhandled Message 67 and 70. I made no changes besides let the server run for about an hour while I ate, got back restarted it to start fresh and bam no work.
I have the same problem too on OSX, but only if I connect by using the GUID option.
It also seems to be the case that it works first time, but if you exit your game, and reconnect, it happens then. It looks like the initial connection isn’t being closed correctly. I need to shutdown from Unity, and restart in order to be able to reconnect again.
I am getting this error when trying to connect to a GUID.
It tries to connect, then fails with a message 70. Unity acts weird then… if you attempt to re-run, it crashes.
The bad part is, I want to have multiplayer set up in time for the Kong contest… which is very soon, and if I can’t get NAT punchthrough to work, I might as well not have multiplayer at all, as no one will take the time to forward ports on a web game.
Having the same issue, unhandled message 70 when connecting with nat punchthrough. This code used to work a couple of monthes ago (I just copy pasted it from an old prototype) so is this something on Unity’s side?
It turns out that I did not have “play in the background” enabled in my player settings while testing my network code, which means either the server was temporarily frozen while I was alt-tabbed, connecting with the client. This is likely what caused the error, as now things work fine again.