I was following this game example https://github.com/natepac/playfabmirrorgameexample
everything works perfeclty on PC builds and in editor, but it fails on WebGL builds with the following error:
WebSocket connection to 'wss://184.108.40.206:7777/' failed: Error in connection establishment: net::ERR_CONNECTION_TIMED_OUTI later realized I wasn't adding the websocket transport so I added it and realized it asked for a certificate path and password.
I didn't add any certificates and uploaded a new server build to playfab and generated a new WebGL build but I got the same error, so after reading about certificates I realized I needed to know the IP of my server in order to create one, but my server build's IP is changing quite often.
(I believe the PC builds are working correctly because they rely on Transport fallbacks so they end up using either Telepathy or Apathy before WebSockets so perhaps my attempt of adding WebSockets transport isn't working at all.)
I found this post which kinda confirmed my suspicions, it says this could be solved by setting up a reverse proxy but this post is almost two years old and .
I am unsure whether I need to set up a certificate in order to connect my WebGL client by WebSockets or if I am just doing something wrong when setting up / creating my server before uploading it.
My goal is to make a WebGL real time multiplayer game from 300 to 3000 connected users at the same time, am I in the right direction? Is it possible to use Playfab with WebGL and websockets for this kind of project?