Comments (5)
I also got the same result so +1
from forgenetworkingremastered.
Any news on how or when this could probably solved? I myself has been trying to investigate why, so far it seems that the natpunchhole fail to receive register message from client.
When connected on local computer:
What happened on server:
from forgenetworkingremastered.
Hi, so is there anyone working on this? I am now able to get the register command to be sent from the server but the NAT hole punch is still failing a.k.a the host client can not send the first message to the connecting client and I have no idea why this time
from forgenetworkingremastered.
Here is the documentation for Nat Hole Punching. We didn't write that Wiki on how to use it for Digital Ocean but I would contact the person who did if you are trying to use it through them.
http://docs.forgepowered.com/nat-hole-punching/#nat-hole-punching
I can't tell if it is firewall related but I would also check the ports of that machine and make sure they are 100% open.
from forgenetworkingremastered.
Hi @Crazy8ball , yeah my problem right now is the Nat Hole Punch seems like does not working between the clients. I have testing things using the ConsoleProgram in this github source. And I already manage to make it so that the NatHolePunch on server and client can communicate. The problem is the connection between client that does not work.
My setup right now is: NatHolePunch is in DO Ubuntu Server (port is opened etc) then I run the console as server and client on my computer (is it because of this?) both can communicate to the Nat, but cannot communicate to each other. I also have tried with 2 PC on same Nat, 2 PC (1 behind Nat and 1 using mobile hotspot) in all the cases the result is same. The server console (client hosting server) got the message that a client is connecting and the debug that it is attempting to do Nat to the other client shows up. But the other client does not get anything.
Do you have any example on a working Nat Hole Punching before?
from forgenetworkingremastered.
Related Issues (20)
- Null reference exception in lobby scene HOT 2
- NAT Server not functioning properly. HOT 1
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- Windows Stand Alone Player returns null reference when you instantiate in Scene 0 HOT 3
- Client in the objectCreated handler, getting a null AttachedBehavior HOT 1
- ForgeNetworkingCommon.dll not found to build StandAloneServer HOT 1
- Unity 2019.3.15 IL2CPP Build Error!
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- Heads up: ConcurrentQueue.TryDequeue hides member in (at least) .NET 5.0
- Consider adding relevant network object to RpcArgs HOT 2
- STEAMWORKS define symbol causes bugs HOT 1
- RPCs broken at higher pings HOT 2
- NetworkerStatistics.BandwidthInOut BREAKS at High Ping!
- No connection on iOS 14
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from forgenetworkingremastered.