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No, you don't need to port forward the client. If the server runs on a home computer (behind a NAT) then yes, you need to port-forward the server or check out how udp-hole-punching works but if the server runs on a real server (a server you rent with a public ip-address) then it should work out of the box. Note though, the client, which is probably behind a ...


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I actually wanted to add this as a comment, but since I need reputation to comment... A long time ago, back in Unity 4, I tried using the Network Emulation and got this feeling that my prototype was handling lag and packet losses very nicely. Then I discovered that there are unclear circumstances in which the Network Emulation adds to nothing - in fact, ...


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As many people have been saying, the solution would be to use UDP broadcast, but there's a lot of implementation details involved. I recently ran into the same problem, and after working out a solution I've made a blog post, and a sample project in the form of a LAN chat server/client. I'll be summarising those here, but you should check them out for more ...



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