We're trying to set up ports for our game, and we use TCP for actions and UDP for movement.
When we set them up in PlayFab, we get 30000 for TCP and 30100 for UDP. In this case the players spawn (TCP communication) but can't move (UDP). If we reverse the ports (30000 UDP and 30100 TCP) the players don't even spawn. From this we can conclude that port 30100 is closed.
I tested this with a port checker and both ports come back closed.
Our connection flow goes as follows:
Server:
1. MultiplayerAgent.Start()
2. MultiplayerAgent.ReadyForPlayers()
3. GetServerConnectionData
3. Initialize packets and start listening on TCP and UDP - on ports returned by the previous call (separate threads, so not a blocking issue)
Client:
1. Matchmaking
2. GetMatch()
3. Load new scene and connect on the IP and ports returned by GetMatch
Any help would be appreciated.