#Clients are automatically ejected and fails connection when connecting to a host and returns client0

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past oriole
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Clients are automatically ejected when joining and it returns that the client joining disconnected has an id of 0 and the local client id is also 0 but the host detects the client that disconnected is indeed client 1.

This is to inquire honest and transparent answers for the following so that I can avoid wasting 1 week worth of wasted work especially during release of the game....

This is to inquire if you have disabled recently any form of joining for people that are using vpns and or any specific limitations like for example but not limited to

  • That which disables tracking
  • That which blocks ads
  • That which blocks malware

Unless this is just pure latency that can cause such issues.

As you know VPNs are important especially when working from home and especially in development especially on platforms that even requires connecting to a specific IP Address or region.

This so that I can configure mine without hindering me from developing in a safe or required environment.

Thanks

twin current
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Some VPNs can cause issues but it's not automatically blocked.

past oriole
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Just to note that I have been doing that for years, and this issue started happening (hindering development) last Monday which might be because of the current issue that happened so it might be an updated backend implementation on your part.

twin current
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Oh I don't work for Unity, I'm just a community mod. Is this only happening with the Relay Service? I would open a support ticket if it's hindering development