Unity 3 NAT LimitedNATPunchthroughSymmetric question...

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…

  1. 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?

  2. 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!

  1. No it shouldn’t. It will give you the “closest” IP as thats the one you normally want actually. On many routers it would fail if you used the external IP within the network. That or the router will invisibly map the external to the local lan ip, so no good reason to not use the local lan one directly :slight_smile:

Try
Masterserver.ipaddress = “Your external IP address”