Multiplayer Tank Game Course - Client on other laptop unable to join

Hello everyone!
I am at stage 3.8 of the Multiplayer Tank Game Course and this is the stage before Lobby setup where we use Relay joincodes to host and join games. After building the project and running the game file at the same computer with the editor, I am able to do the following:
Host on Editor, Join in game. Host in game, join in editor. Host in game, join in game (2 game windows).

However, when I email myself the build and open it on another computer at my home, I have not gotten it to work in either of the scenarios that i listed above.

I did the trick where you display the joincode in the game after it is hosted at my other laptop, so that I can join the game from my editor window at my main computer and when i enter the code and click client, the client tank appears for about 5-10 seconds at the screen of host (my other laptop running the build) but in the editor the scene does not switch to the game and this warning is displayed:

Trying to receive TimeSyncMessage from client 0 which is not in a connected state.
UnityEngine.Debug:LogWarning (object)
Unity.Netcode.MessagingSystem:GetMessageVersion (System.Type,ulong,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Messaging/MessagingSystem.cs:472)
Unity.Netcode.MessagingSystem:ReceiveMessage<Unity.Netcode.TimeSyncMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.MessagingSystem) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Messaging/MessagingSystem.cs:498)
Unity.Netcode.MessagingSystem:HandleMessage (Unity.Netcode.MessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Messaging/MessagingSystem.cs:384)
Unity.Netcode.MessagingSystem:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Messaging/MessagingSystem.cs:404)
Unity.Netcode.NetworkManager:OnNetworkEarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Core/NetworkManager.cs:1600)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Core/NetworkManager.cs:1532)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Core/NetworkUpdateLoop.cs:208)

There is no crash, and after the 5-10 seconds I mentioned above, the tank vanishes from the game screen on the host game window.

my queries with chatgpt did not help, so I was wondering if there is anyone here that can help.

Best,
Sertac

Turning off nordvpn fixed the issue.

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