LocalNetwork Connection failure.

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beQr
edited March 2012 in DotNet
Hi there,

I m working on a multiplayer unity game, still one the technology choice phase. So I've been going through Photon development for the server side and network management for the game. I ve been interested in the cjrgaming tutorial that helped me a lot for building a server from scratch. The server and the client (unity based) work fine, connection and requests/answers work well. The problem is that all this only work on a localmachine (client = server), so when I tried to test these on local network, the remote client cannot connect to the server. I ve been facing the same problem when testing the AngryBots demo on a local network. Now all firewalls are shutdown, and the connection settings are OK. Any suggestions / solutions ??

P.S : remote client successfully pings the server's IP

Thx for answering.

Comments

  • Tobias
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    It must be some config setting or a firewall or router issue. Windows has it's own firewall, as have some virus protection suites.
    If a client connects locally (with the same public or network IP others should use) but it doesn't work on remote machines, then check routers, etc.

    Sorry. I can't help much more at the moment.
  • dreamora
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    There is additional potential problem and thats portforwarding in the router. You must set it up or it will not be reachable. PINGs operate on ICMP, not as TCP / UDP connections.

    For photon to be surely reachable, ensure that UDP 5055 as well as TCP 4530, 843 (unity / flash socket policy) and 943 (silverlight policy) are forwarded to the server machine.