With Netcode for GameObjects you can use an IP address and a port to connect a client to a host over the internet. However, using an IP address to establish a connection doesn't always work. Instead, you can use Unity Relay to initiate a connection between multiple clients and a host.
Many factors impact how you connect to the remote host. To connect to a remote host, use one of the following methods:
Netcode for GameObjects doesn't offer tools to help you punch through a NAT. However, you can use the Unity Relay service to relay all technology based on Unity Transport.
Using Unity RelayâTo access a Unity Relay server, do the following:
To enable and set up Unity Relay in a project, follow the steps in Get started with Relay.
Test the Unity Relay service in the Unity EditorâFrom Unity version 2022.3, you can test the Relay service with Netcode for GameObjects in the Editor. To do this, do the following:
This means you don't need to create UI elements to test the Relay service.
If the connection fails then an error message appears in the UI and console.
If Relay connects, a message appears in the inspector that displays the join code.
You can copy the join code to share it, or test it in a project in a separate window. Refer to testing locally for more details.
note
This Relay integration is only available in the Editor, which means you can't use it in a build. Instead, use the code snippets at the end of this page. These snippets use the Unity Transport Package. To do this in projects that don't use Transport, refer to the Relay documentation.
Create an allocation on a Relay serverâTo create an allocation on a Relay server, make an authenticated call to the Unity backend using the SDK. To do this, call the CreateAllocationAsync
method on the host with the maximum number of expected peers. For example, a host that requests a maximum of three peer connections reserves four slots for a four-player game. This function can throw exceptions, which you can catch to learn about the error that caused them.
Allocation allocation = await Unity.Services.Relay.RelayService.Instance.CreateAllocationAsync(7);
The Allocation
class represents all the necessary data for a host player to start hosting using the specific Relay server allocated. You don't need to understand each part of this allocation; you only need to feed them to your chosen transport that handles the Relay communication on its own. For reference, here's a simple overview of those parameters:
A RelayServer
class containing the IP and port of your allocation's server.
The allocation ID in a Base64 form and GUID form referred to as AllocationIdBytes
and AllocationId
.
A blob of encrypted bytes representing the connection data (known as ConnectionData
) allows users to connect to this host.
A Base64 encoded Key
for message signature.
Each allocation creates a unique join code suitable for sharing over instant messages or other means. This join code allows your clients to join your game. You can retrieve it by calling the Relay SDK like so:
string joinCode = await Unity.Services.Relay.RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
With those two calls, you now have your Relay allocation ready and the associated join code. Pass the allocation parameters to your host transport and send the join code (a simple string) over the Internet by the mean of your choice to your clients.
Remember to authenticate your users before using SDK methods. The easiest way is the anonymous one (shown in the following code snippet), but you can use more advanced techniques.
await UnityServices.InitializeAsync();
if (!AuthenticationService.Instance.IsSignedIn)
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
Join an allocation on a Relay serverâ
To join an allocation on a Relay server, the following must be true:
To join a relay, a client requests all the allocation parameters from the join code to join the game. To do this, use the join code to call the JoinAllocationAsync
method as the following code snippet demonstrates:
JoinAllocation allocation = await Unity.Services.Relay.RelayService.Instance.JoinAllocationAsync(joinCode);
For more information about the join code connection process, refer to Connection flow.
Pass allocation data to a transport componentâWhen an allocation exists, you need to make all traffic that comes from Netcode for GameObjects go through the Relay. To do this, perform the following actions to pass the allocation parameters to UnityTransport:
NetworkManager
:
UnityTransport transport = NetworkManager.Singleton.gameObject.GetComponent<UnityTransport>();
SetRelayServerData
method on the retrieved transport by passing the allocation data that you retrieved, as well as the connection type (here set to dtls). For example:transport.SetRelayServerData(new RelayServerData(allocation, connectionType:"dtls"));
StartClient
, StartHost
or StartServer
and use the Netcode library.Use the following code to work with the Relay server. To start a server instead of a host, replace the StartHost
call with StartServer
in StartHostWithRelay
.
For more information, refer to Unity Relay.
public async Task<string> StartHostWithRelay(int maxConnections=5)
{
await UnityServices.InitializeAsync();
if (!AuthenticationService.Instance.IsSignedIn)
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
Allocation allocation = await RelayService.Instance.CreateAllocationAsync(maxConnections);
var joinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(new RelayServerData(allocation, "dtls"));
return NetworkManager.Singleton.StartHost() ? joinCode : null;
}
public async Task<bool> StartClientWithRelay(string joinCode)
{
await UnityServices.InitializeAsync();
if (!AuthenticationService.Instance.IsSignedIn)
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
var joinAllocation = await RelayService.Instance.JoinAllocationAsync(joinCode: joinCode);
NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(new RelayServerData(joinAllocation, "dtls"));
return !string.IsNullOrEmpty(joinCode) && NetworkManager.Singleton.StartClient();
}
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