I am making a multiplayer WebGL application. Currently, clients can play together over local network, but I have been unable to get connections to work over other networks. The WebGL socket in MLAPI 0.1 are (confirmed) to not be working, so I have been using a custom WebSocket community transport. This is a thread I'm making to discuss my process, logs, and build. I'm hoping someone can eventually point me in the right direction to fix this. Release: MLAPI 0.1 package Unity Version: 2021.1.22f1 I downloaded the community WebSocket transport from https://github.com/Unity-Technologi...nsports/com.mlapi.contrib.transport.websocket To fix WebGL compilation errors, I was told to apply: Manually Applied: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/724 To fix WebGL browser errors: Disable compression: Player Settings -> Publishing Settings -> Compression Format -> Disabled Setup Steps: - For WebSocket Transport component, I had to set SecureConnection=False. HTTPS wasn't working for me, I'm not sure why. - I uploaded my WebGL build to a custom Github Pages site. Under site settings for the page, I needed to 'Allow' insecure content... since GitHub is HTTPS and the game was over HTTP. - Since a WebGL instance can't be a server, I needed to compile a Windows version of my application. - I launch a Windows instance of the application as 'Host' and enter in my IP for connect address and 7777 as port. - From a different computer, but on the same network, I run the WebGL instance of the application on my GitHub page and select 'Client' and enter my IP and port 7777. I can connect in this case and both players can see each other. - I restart the Windows instance. However, on the Client's computer, I switch the network to my Phone's hotspot. Then, I launch the 'Client' instance on the WebGL page. This time, the client instance cannot connect and neither player's can see each other. It looks like the error is just that I can't connect to the Websocket from the client's instance. I attached a picture of the failure logs from the client's browser. I also uploaded the client's browser logs when he is connected to the same network, versus a different network. Please let me know if there is a certain section of information that I can provide to help debug the issue. If anyone can point me in the right direction to help solve this, that would be much appreciated!