Photon critical Error


I'm using photon to make unity multiplayer game.

This works on unity editor and pc.

But if I run this on android , I get following error.

022-02-21 21:58:01.349 2983-3003/com.Unisoft.Netw E/Unity: Receive issue. State: Connected. Server: '' ErrorCode: 10061 SocketErrorCode: ConnectionRefused Message: Connection refused System.Net.Sockets.SocketException (0x80004005): Connection refused

   at System.Net.Sockets.Socket.Receive (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags) [0x00016] in <6b80e2850f1c48e6a227f0818ca6b227>:0 

   at System.Net.Sockets.Socket.Receive (System.Byte[] buffer) [0x00000] in <6b80e2850f1c48e6a227f0818ca6b227>:0 

   at ExitGames.Client.Photon.SocketUdp.ReceiveLoop () [0x00014] in <f893967b18c74c548ba01ae0bee631bc>:0  

  (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Please help me.


  • JohnTube
    JohnTube ✭✭✭✭✭

    Hi @Hades,

    I hope you stopped being angry now and calmed down.

    It could have helped if you would have provided more details about which SDKs you are using and which version. Also the environment and how to reproduce.

    If this issue is the same or related to this other forum discussion, then I guess you use PUN with self-hosted Photon Server. So there could be an issue w/ the client trying to connect to the GameServer.

    Make sure to configure the GameServer IP address properly: So on Android the client needs to connect to a private or public IP address.

    We don't know which server SDK you are using, let's say it's v5, you should set IP address manually (don't rely on PhotonControl for v5 RC1). Do this in "deploy\LoadBalancing\bin\GameServer.xml.config".

  • Kiyong

    I edited

    <PublicHostName> ..... <PublicHostName>

    in the GameServer.xml.config

    And now fixed problem.