I'm trying to implement the UNET Matchmaking system based on a tutorial from Brackeys.
I already enabled the multiplayer services in my Unity account and enabled the service.
When I try to create a match and find it from another PC in my LAN, it works perfect.
When I try to create a match and find it from another PC outside of my LAN, I can't see the match in the match list.
I already searched the docs and google but didn't find anything about it.
Anyone have a clue?
By the way, here is my JoinRoom script.
The return from callback function is successful, but the list of rooms comes back empty.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using UnityEngine.Networking.Match;
using System;
public class JoinGame : MonoBehaviour
{
List<GameObject> roomList = new List<GameObject>();
[SerializeField] GameObject roomListItemPrefab;
[SerializeField] Transform roomListParent;
[SerializeField] Text status;
private NetworkManager networkManager;
void Start()
{
networkManager = NetworkManager.singleton;
if (networkManager.matchMaker == null)
{
networkManager.StartMatchMaker();
}
RefreshRoomList();
}
public void RefreshRoomList()
{
ClearRoomList();
networkManager.matchMaker.ListMatches(0, 20, "", false, 0, 0, OnMatchList);
status.text = "Loading...";
}
public void OnMatchList(bool success, string extendedInfo, List<MatchInfoSnapshot> responseData)
{
status.text = "";
if (!success)
{
status.text = "Couldn't get room list";
return;
}
responseData.ForEach(match =>
{
GameObject _roomListItemGO = Instantiate(roomListItemPrefab);
_roomListItemGO.transform.SetParent(roomListParent);
RoomListItem _roomListItem = _roomListItemGO.GetComponent<RoomListItem>();
if (_roomListItem != null)
{
_roomListItem.Setup(match, JoinRoom);
}
//as well as setting up a callback function that will join the game
roomList.Add(_roomListItemGO);
});
if (roomList.Count == 0)
{
status.text = "No rooms at the moment";
}
}
public void JoinRoom(MatchInfoSnapshot _match)
{
Debug.Log($"Joining {_match.name}");
networkManager.matchMaker.JoinMatch(_match.networkId, "", "", "", 0, 0, networkManager.OnMatchJoined);
ClearRoomList();
status.text = $"Joining {_match.name}...";
}
private void ClearRoomList()
{
roomList.ForEach(item =>
{
Destroy(item);
});
roomList.Clear();
}
}