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Question by darkal · Jun 01, 2014 at 09:00 PM · javascriptnetworkingglobal

make network script connect over diferent wifi's

my script currently only works when your connected to the same wifi i want to change it to were u can connect to the same server over any wifi

 var playerPrefab : GameObject;
 var spawnObject : Transform;
 var gameName : String = "level1";
 private var refreshing : boolean = false;
     private var hostData : HostData[];
  
     function OnGUI () {
  
     if(!Network.isClient && !Network.isServer) {
  
      if (GUI.Button(Rect(Screen.width/2,Screen.height/2,100,20),"Start Server")) {
             startServer();
     }
  
      if (GUI.Button(Rect(Screen.width/2,Screen.height/2 + 30,100,20),"Refresh Hosts")) {
             Debug.Log("Refresh");
             refreshHostList();
     }
             if(hostData) {
  
             for(var i:int = 0; i<hostData.length; i++) {
  
             if(GUI.Button(Rect(Screen.width/2,Screen.height/2 + 60,100,20),hostData[i].gameName)) {
                     Network.Connect(hostData[i]);
  
  
             }
  
  
     }
  
     }
  
  
     }
  
  
     }
  
  
     function Update () {
  
             if(refreshing) {
                     if(MasterServer.PollHostList().Length > 0) {           
                     refreshing = false;
                     Debug.Log(MasterServer.PollHostList().Length);
                     hostData = MasterServer.PollHostList();
  
  
                     }
  
  
             }
  
  
  
     }
  
  
     function startServer () {
  
             Network.InitializeServer(32,25001, !Network.HavePublicAddress);
             MasterServer.RegisterHost(gameName, "Tutorial Game", " this is a tutorial");
  
     }
  
  
  
     function OnServerInitialized () {
  
             Debug.Log("server initialized");
             spawnPlayer();
  
  
     }
  
     function OnConnectedToServer () {
  
             spawnPlayer();
  
  
     }
  
     function spawnPlayer () {
  
             Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
     }
  
     function OnMasterServerEvent(mse:MasterServerEvent) {
  
             if(mse == MasterServerEvent.RegistrationSucceeded) {
             Debug.Log("Registered Server");
  
             }
  
     }
  
  
     function refreshHostList () {
  
             MasterServer.RequestHostList(gameName);
             refreshing = true;
  
  
  
     }
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