as I am going through this article
http://blogs.unity3d.com/2016/05/10/unity-and-ipv6-support/I noticed that the multicast ip address is hard coded
What should we change this to for ipv6?
// Cached broadcast end-point
static IPAddress multicastIP = IPAddress.Parse("224.168.100.17");
also
IPv6 addresses are 128-bit IP address written in hexadecimal and separated by colons. An example IPv6 address could be written like this: 3ffe:1900:4545:3:200:f8ff:fe21:67cf (see "What does an IPv6 address look like?")
this function seems to parse on the : for a port, but this seems like it might no longer work for ipv6
static public IPEndPoint ResolveEndPoint (string address)
I feel like maybe I dont understand what I need to change ? if anything?
Does this need to be changed?
"Look for the use of the IPAddress.Any and IPAddress.Loopback fields. These fields work with IPv4 addresses, not IPv6 addresses. Use the IPAddress.IPv6Any and IPAddress.IPv6Loopback fields as well to ensure IPv6 support."
And then will this then be called properly in the TNTools functions?