#RelayServerData not a thing anymore?

1 messages · Page 1 of 1 (latest)

upper current
#

trying to work relay with my lobbies

#
 { try
     {
         Allocation allocation = await RelayService.Instance.CreateAllocationAsync(3);

         string joinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
         Debug.Log(joinCode);

         RelayServerData relayServerData = new RelayServerData(allocation, "dtls");

         NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(
             allocation.RelayServer.IpV4,
             (ushort)allocation.RelayServer.Port,
             allocation.AllocationIdBytes,
             allocation.Key,
             allocation.ConnectionData
             );


         NetworkManager.Singleton.StartHost();
     } catch (RelayServiceException e)
     {
         Debug.Log(e);
     }
 }```
long frost
#
public async Task<string> StartHostWithRelay(int maxConnections, string connectionType)
{
    await UnityServices.InitializeAsync();
    if (!AuthenticationService.Instance.IsSignedIn)
    {
        await AuthenticationService.Instance.SignInAnonymouslyAsync();
    }
    var allocation = await RelayService.Instance.CreateAllocationAsync(maxConnections);
    NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(AllocationUtils.ToRelayServerData(allocation, connectionType));
    var joinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
    return NetworkManager.Singleton.StartHost() ? joinCode : null;
}
#

This is the current example from the docs which I would assume is up to date

upper current
#

thanks