Search Issue Tracker
Won't Fix
Votes
0
Found in
5.6.0b7
Issue ID
877090
Regression
No
[Multiplayer] NetworkManager.networkAddress variable have no relevant info for Matchmaker
According to docs (https://docs.unity3d.com/ScriptReference/Networking.NetworkManager-networkAddress.html) "For clients, this is the address of the server that is connected to. For servers, this is the local address."
In case of MatchMaker, networkAddress variable is set to localhost for Client and Server in any state.
To repro:
1. Open Project attached.
2. Build and run one Player.
2.1 Enable MatchMaker -> Create internet Match.
3. In Editor press Play.
3.1 Enable MatchMaker -> Find internet Match -> Join Match default.
Actual result: NetworkAddress both for Client and Server stays as localhost.
Expected result: Update Documentation with note about MatchMaker or reflect networkAddress as server address for client in Match.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Font Asset Creator - Error Code [Invalid_File_Structure]…“ error is logged when generating Font Assets from fonts with meta files from previous Editor versions
- Input.mousePosition returns (NaN, NaN, 0.00) when Scene view is opened
- Incorrect warning icon and wrong message displayed in HDRP Decal Projector
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
Resolution Note (2018.1.X):
Mass closure of UNET Bugs.
As UNet is Deprecated we are moving to low maintenance mode, where critical issues can get fixes.
Closing this bug as part of cleaning-up the Bug List.
If you feel this bug is really a road-blocker, you can reopen the bug and we will work this one.