Open Reelix opened 6 years ago
Isn't that because you aren't using the right namespace? It tries to get the UNET namespace @Reelix
@Jan1902 It is actually being called within Lidgren itself. You can find it at line 37 in PlatformConstrained.cs https://github.com/lidgren/lidgren-network-gen3/blob/master/Lidgren.Network/Platform/PlatformConstrained.cs
@chrisnobrega Oh, neat to know, I wasn't aware of that :)
I replaced these lines: https://github.com/lidgren/lidgren-network-gen3/blob/d3458db59c082e8541f07cd738523996753e2f7c/Lidgren.Network/Platform/PlatformConstrained.cs#L30-L43 with:
#if UNITY_ANDROID || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_IOS || UNITY
try
{
string localIP;
using (Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, 0))
{
socket.Connect("8.8.8.8", 65530);
IPEndPoint endPoint = socket.LocalEndPoint as IPEndPoint;
localIP = endPoint.Address.ToString();
}
return IPAddress.Parse(localIP);
}
catch // Catch Access Denied errors
{
return null;
}
#endif
Source: https://stackoverflow.com/a/27376368/5399098
This seems to work for me at the moment. Hope this helps someone else.
You can also just have it return null, and most everything will still work, I think the main thing it would break is port forwarding using UPnP.
PlatformConstrained.cs -> Line 37 -> 'Network.player' is obsolete: 'The legacy networking system has been removed in Unity 2018.2. Use Unity Multiplayer and NetworkIdentity instead.'
This has larger ramifications than just this one file, and I noticed that it was missing from the Issue Tracker.