I'm trying to connect to a server running on another machine. When I use a non-localhost address, I get the warning "The requested playmode type is Client/Server but the client is trying to connect to address XXX that is not the loopback address. Forcing using the NetworkEndPoint.Loopback; family (IPV4/IPV6) and port will be preserved".
This comes from NetworkStreamDriver, where ClientServerBootstrap.HasServerWorld.Data is somehow non-zero. The only place this value is changed is in ConfigureServerWorldSystem.OnCreate, but I'm not creating a server world so I don't get why that system would even run.
Fuller warning, my code calling Connect removed:
The requested playmode type is Client/Server but the client is trying to connect to address XXX that is not the loopback address. Forcing using the NetworkEndPoint.Loopback; family (IPV4/IPV6) and port will be preserved
UnityEngine.Debug:LogWarning (object)
Unity.NetCode.NetworkStreamDriver:SanitizeConnectAddress (Unity.Networking.Transport.NetworkEndpoint&,int) (at ./Library/PackageCache/com.unity.netcode@1.0.0-pre.65/Runtime/Connection/NetworkStreamDriver.cs:101)
Unity.NetCode.NetworkStreamDriver:Connect (Unity.Entities.EntityManager,Unity.Networking.Transport.NetworkEndpoint,Unity.Entities.Entity) (at ./Library/PackageCache/com.unity.netcode@1.0.0-pre.65/Runtime/Connection/NetworkStreamDriver.cs:174)