Unity Networking cant resolve host

Ive been trying to use unity networking for multiplayer development but im always getting the same error (have tried different APIs to connect).

I also cant connect to the services, but the package manager works just fine…weird

Have in mind that im using a VPN

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Text.RegularExpressions;
using UnityEngine.Networking;

public class WorldTimeAPI : MonoBehaviour
{
    #region Create Singleton
    public static WorldTimeAPI instance;

    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
            DontDestroyOnLoad(this.gameObject);
        }
        else
        {
            Destroy(gameObject);    
        }
    }
    #endregion

    struct TimeData
    {
        public string dateTime;

    }

    const string API_URL = "http://worldtimeapi.org/api/ip";

    [HideInInspector] public bool IsTimeLoaded = false;

    private DateTime currentDateTime = DateTime.Now;

    private void Start()
    {
        StartCoroutine(GetRealDateTimeFromAPI());
    }

    public DateTime GetCurrentDateTime()
    {
        return currentDateTime.AddSeconds(Time.realtimeSinceStartup);
    }

    IEnumerator GetRealDateTimeFromAPI()
    {
        UnityWebRequest webRequest = UnityWebRequest.Get(API_URL);
        Debug.Log("getting real datetime...");

            yield return webRequest.SendWebRequest();

        if (webRequest.result == UnityWebRequest.Result.ConnectionError)
        {
            Debug.Log("Error: " + webRequest.error);
        }
        else
        {
            TimeData timeData = JsonUtility.FromJson<TimeData>(webRequest.downloadHandler.text);
            currentDateTime = ParseDateTime(timeData.dateTime);
            IsTimeLoaded = true;
            Debug.Log("Success");
        }

        DateTime ParseDateTime (string dateTime)
        {
            string date = Regex.Match(dateTime, @"^\d{4}-\d{2}-\d{2}").Value;
            string time = Regex.Match(dateTime, @"\d{2}:\d{2}:\d{2}").Value;

            return DateTime.Parse(string.Format("{0} {1}", date, time));
        }
    }
}

First, keep in mind that Unity Networking is very new and I think it is still in beta. I wouldn’t recommend it for production at the moment. I don’t think the VPN should cause any issues since you’re testing things locally.

Unity has a couple of good examples of how it is supposed to work. Here’s a simple “Hello World” networking application that can help you get started and hopefully debug your current problem:

https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld/helloworldintro/index.html