Unity Player no longer can host/serve games in 5.5?

Before I go tearing apart my code looking for the culprit, I have been trying to see if there has a been an intentional change from 5.4 to 5.5 that stops the Unity Editor from acting as a server behind a port forwarded router?

I have a variation of the basic starting multiplayer tutorial going and even with vanilla NetworkManager and NetworkManagerHUD components I cannot connect clients to a host running in the editor. The same build however works fine running as a built executable - allowing mobile devices and the editor to connect.

Attempting to connect to the server running in the editor just results in the game clients timing out.

Same code works fine in 5.4.

Any one else experienced this problem migrating to 5.5?

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I just deleted the firewall rule for the editor then accepted the prompt when it popped up while trying to host, seemed to do the trick for me

I tried that as well, but still no luck getting 5.5 to host with Comodo Firewall in place. It definitely does come down to a different interaction with the firewall though. I have both 5.4 and 5.5 running and it only happens with 5.5…

It also only is an issue if I use my routers IP (which is port forwarded to this test machine) on 7777.

Connecting client to localhost works.
Connecting client to 192.168.1.(machine ip) works
Connecting client to 77.88.99.11 (router/external IP) with port 7777 forwarded doesn’t work

If I build an EXE however, it works fine. The problem is ONLY in the editor. The problem ONLY exists in 5.5. On 5.4 the editor can host over a forwarded port.

I will post my solution here once I find it as well, since I am sure I won’t be the last person to have this problem.

I have disabled the firewall and the problem persists. Connections from outside of the router are being ignored by Unity 5.5 but not Unity 5.4.

They are only being ignored by the Editor play environment. If I build an EXE that can host just fine. I am having to build EXEs with every change to act as my server currently, which is REALLY time consuming. I now have to build an EXE for the server and an APK for my client until I can figure out how to get my Unity Editor acting as a port forwarded server again.

If you can reproduce it with a fresh project I would recommend reporting it as a bug. Sorry I cant really help more than that buddy!

I did, though to reproduce it they will have to set up port forwarding on their firewall, which may be more than whoever is handling it will have an easy ability to do. Thanks for trying man. Just means most of my testing will have to occur on lan, and I will just have to be sparing with my real world mobile data tests since they take 3x longer per iteration to build and test now.

If it helps, the new NetworkLobbyManager class and component asks if you want to allow “run in background” for serving the same computer. Not sure if this is a clue but maybe.

Run in background was running. Though this issue has resolved itself without me changing anything, so I am at a complete loss and should really close the topic now. It most likely was something on the windows 10 / Comodo firewall side of things causing the issues, but I may never know.