The error occurs at Unity.Networking.Transport.BaselibNetworkInterface.Bind() when bind with loopback address 127.0.0.1 - 3333 or 60111. On windows standalone 64 (windows 10).
baselib.m_Socket = Binding.Baselib_RegisteredNetwork_Socket_UDP_Create(
&localAddress,
Binding.Baselib_NetworkAddress_AddressReuse.Allow,
checked((uint)configuration.sendQueueCapacity),
checked((uint)configuration.receiveQueueCapacity),
&error);
configuration.sendQueueCapacity receiveQueueCapacity are default, return error with code -1, UnexpectedError.
I have fixing this bug for a week, could anyone help?
Here is my game on steam, it is in playtest now.
And it also failed at connecting to other address, which need to binding local address to AnyIPv4.
Given the total lack of replies from the unity developers on this forum for many months, we can presume unity transport is completely abandoned by now.
Haaaah, please dont. But Im afraid it’s so.
Sorry about that, Unity transport is not abandoned at all.
@BobFlame can you file a bug report via the bug reporter ‘Help->Report a Bug’ in the menu of the Unity editor.
Omg…Thanks replying! You are arriving so in time.
I am almost giving up fixing it and about to use socket to implement a thin network layer.
I have report the bug (Case 1372230). I’m looking forward to it.
I’m running into the same problem. Any way I could get insights into a possible solution? Searching for the case number on the issue tracker shows only one issue and it’s not related to this (and has a totally different issue id…)
If you are having issues with the Bind call I’d suggest looking at this question on the FAQ.