Hi. My apologies if this topic/issue has already be addressed. Using Unity 2.6 on a Mac running OSX 10.5.8. I have a server on a private network (with NAT punch through enabled) that successfully registers with Unity's master server (masterserver.unity3d.com) using port 23457. To test, I use a client sitting on the same private network and it is able to poll the master server and does get a valid list. However, the IP address and Port number contained in the received HostData is the private IP and the port that the server is listening on. Any attempts to connect using this results in a NATTargetNotConnected and the facilitator complains that the server @ private IP / port is not connected to it (the facilitator). While I understand why the attempt to connect to the server from the client is failing, what I do not understand is why is the IP address and port contained in the received HostData not the NAT'd info but rather is the server info sitting behind my router/gateway? I initialize the server, then invoke the registration. Debug shows everything working as expected: Server initializes successfully +- Connects successfully to Master Server +- Sends game/host registration info successfully +- Connects successfully to facilitator Am I doing something wrong? Thanks in advance for any help/insight to fix the issue.