SocketException: No route to host
System.Net.Sockets.Socket.SendTo_nochecks (System.Byte[] buffer, Int32 offset, Int32 size, SocketFlags flags, System.Net.EndPoint remote_end)
System.Net.Sockets.Socket.SendTo (System.Byte[] buffer, Int32 offset, Int32 size, SocketFlags flags, System.Net.EndPoint remote_end)
TNet.UdpProtocol.Broadcast (TNet.Buffer buffer, Int32 port) (at Assets/TNet/Common/TNUdpProtocol.cs:211)
TNet.UdpProtocol.Send (TNet.Buffer buffer, System.Net.IPEndPoint ip) (at Assets/TNet/Common/TNUdpProtocol.cs:225)
TNUdpLobbyClient.Update () (at Assets/TNet/Client/TNUdpLobbyClient.cs:132)
buttonLocalStartServer.onButtonClick += delegate(object sender, System.EventArgs ea)
{
#if UNITY_WEBPLAYER
labelMessages.text = "Can't host from the Web Player due to Unity's security restrictions";
#else
int udpPort = Random.Range(10000, 40000);
// Start a local server, loading the saved data if possible
// The UDP port of the server doesn't matter much as it's optional,
// and the clients get notified of it via Packet.ResponseSetUDP.
TNUdpLobbyClient lan = FindObjectOfType(typeof(TNUdpLobbyClient)) as TNUdpLobbyClient;
int lobbyPort = lan.remotePort;
TNServerInstance.Start(serverTcpPort, udpPort, "server.dat", lobbyPort);
#endif
};
Non matching Profiler.EndSample (BeginSample and EndSample count must match)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object) (at Assets/Plugins/NGUI/UI/UICamera.cs:647)
UICamera:ProcessTouch(Boolean, Boolean) (at Assets/Plugins/NGUI/UI/UICamera.cs:1155)
UICamera:ProcessMouse() (at Assets/Plugins/NGUI/UI/UICamera.cs:909)
UICamera:Update() (at Assets/Plugins/NGUI/UI/UICamera.cs:764)