useNAT ignored in U3??

Ok, I have been messing with this for days and I keep getting this error:

“Unable to connect internally to NAT target(s), no response.”

Fact, I am not using NAT, I have tried this two different ways for the server:

NetworkPlayer p;
Network.incomingPassword = "test";
int remotePort = 50000;
int listenPort = 12345;

// do not use NAT
Network.InitializeServer(10, listenPort, false);
// got the above error about unable to connect, no response

// tried it this way then
Network.InitializeServer(10, listenPort, true);
// got the same error, but as stated, not using NAT just a server on same machine as client...

// then tried client connect two ways
NetworkConnectionError eNet;
eNet = Network.Connect(ipList, remotePort, "test");
eNet = Network.Connect(ipList, listenPort, "test");
// same error no matter if I use a different port as the server for the response or not, old way each had to have their own port

Any suggestions?
Thanks

According the changelog thats by design.
Did never make sense to behave like this anyway.

It will likely do what reasonably makes sense:

  1. Check directly, if fail go to 2
  2. Check with nat

Also getting this warning:

Also this warning:

So basically whether or not I am using NAT, now it tries to use NAT regardless of the setting?

My core code that I just switched to, to try to resolve this is as follows:

void StartServer()
    {
        Network.incomingPassword = "test";
        bool useNat = !Network.HavePublicAddress();
        Network.InitializeServer(32, listenPort, useNat);
    }

Note, I updated the number of players to 32 from 10, and now it works, but it refuses to work with 10 players… useNat is false, but I can’t use the word false, I have to use the variable, otherwise it also fails, so I have two scenarios where it fails on me, first is that a player count of 10 isn’t working and second I can’t use the word true or false I have to use a declared bool.

Strange, whatever, as long as it works.
Now I can’t do anything about that GUI message.

I believe I saw that the NAT is being removed in favor of new hostdata settings that take care of this for you automatically (using a masterserver ID/Key of that specific game)

Heavens I hope not, I now have code to scan a local subnets for servers and adds them to an array and no need of the master server. I mean the master server is cool and all, especially for public hosted games, but it is overkill for local network games. If we are forced into using the masterserver model, then that becomes a bottleneck for LAN only games.