I am curious, I found this line in the UdpProtocol class
// Cached broadcast end-point
static IPAddress multicastIP = IPAddress.Parse("224.168.100.17");
Which is used here
IPEndPoint endPoint = mMulticast ? mMulticastEndPoint : mBroadcastEndPoint;
And I cannot understand why that IPAddress is hard coded? And what is it used for?
The bigger issue I am dealing with is that when I am running Unity Editor in iOS mode on my mac computer
and Unity Editor on my Windows 7 computer
then When the PC is the Host the Mac Client can connect
But when the Mac is Host the PC cannot find the Host.
That was when I have set
static public bool useMulticasting = false;
Based on your previous posts mention that iOS cannot use multicast
If I change it to
static public bool useMulticasting = true;
And change the Mac to android then PC android and Mac android can both host and client.
I found some weirdness for windows broadcast, I am not sure if it is related
https://social.technet.microsoft.com/Forums/windows/en-US/72e7387a-9f2c-4bf4-a004-c89ddde1c8aa/how-to-fix-the-global-broadcast-address-255255255255-behavior-on-windows?forum=w7itpronetworkingSo I guess my second question is, is there a way to get Unity Editor PC running Android and Unity Editor MAC running as iOS to talk to each other properly on a LAN?