I’ve been using Unity’s networking example and am having problems with NAT punchthrough. I’m running my tests using Unity’s Master Server and have a few questions…
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When I call MasterServer.PollHostList(), it lists my game’s server’s local ip address (192.168.x.x). Shouldn’t this give me the game server’s external IP address? If so, how would I specify an ip address when I register a server with Unity’s Master Server?
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I’ve tested about 7 or 8 different but fairly new routers (from generic brands to name brands) with Unity 3.x and all of them return the same test connection message: “ConnectionTesterStatus.LimitedNATPunchthroughSymmetric.” Is this common or perhaps a bug? I’m very skeptical that this is a coincidence.
Just browsing multiplayer/connection related complaints regarding transitioning from Unity 2.6 to 3.x and I see other people are having similar difficulties… anyone have any suggestions? Thanks!