Please note that the MLAPI.Relay was an experimental implementation of a relay. This was written in the span of a few days. Might not be stable (probably is), but should be fairly performant. It has no fancy features to support client meshing, and direct connections for peer to peer
The documentation and the relay itself is currently WIP. This is subject to change.
The MLAPI.Relay is a relay designed for the UNET Transport to relay traffic between peers that are hidden behind a NAT. Relaying traffic can be expensive but will allow communication between peers, regardless of the host's NAT configuration. The MLAPI.Relay works just like the NetworkTransport. Despite the naming, the MLAPI.Relay does not have to be used in conjunction with the MLAPI library, but rather with any game built on the NetworkTransport (including the HLAPI). The MLAPI.Relay includes default configurations for use with the MLAPI, HLAPI as well as an empty template for custom setups. To use the relay, simply replace "NetworkTransport" with "RelayTransport" where the following NetworkTransport methods are used:
Unlike Unity's relay, the MLAPI.Relay does not require you to use any specific matchmaker. The MLAPI.Relay will pass the destination address when connecting rather than a relay-specific roomId. This allows you to run the MLAPI.Relay with any matchmaker (or without a matchmaker all together).
The MLAPI.Relay requires there be at least one reliable channel type (regardless of what subtype of reliable channel that is).
The relay has a configuration file called config.json which consists of the three following parts:
This is the NetworkTransport connectionConfig. These options have to match up with your game's connectionConfig.
This is the NetworkTransport GlobalConfig. This tells the NetworkTransport how it should work.
Relay config contains many different fields: