Congratulations! Connection success rates are getting a very big boost!
Here's what's new:
- Ensured that dual-stack routers are getting their IPv4 address returned (currently only works if you can reach ipv4.icanhazip.com but we will upgrade our secondary IP checker to do the same soon). That IPv4 address is now what other players will use to connect to.
- Reduced loading times on getting to the game scene, moved some object creation slightly forward in time. This will help reduce the number of perceived connection failures which are solely caused by loading the scene for too long without pinging the server. A more robust fix is underway to decrease these unnecessary disconnects further.
- Removed the IPv6 warning for users with dual-stack routers which manage to get their public IPv4 address.
- CAREFULLY re-integrated relay connections. The matchmaking backend is tested before online games can be created or joined, and relay use is turned off if the Unity matchmaking services are unresponsive. We are still looking at a more long-term solution to the problem of matches only being listed for a short time (this does not affect Steam matches, which is what you see in the "Join" browser). If the correct Unity match is not found, you will still connect to the game, just without using the relays.
- Better exception handling on the game's internal restart.
- Reduced the amount of redundant metadata written to Steam lobbies.
