Lan on photon

Hello,

I just started with Unity and C# and js. And i want to create a Multiplayer game wich is going really good only when a player connects to a server i goes thru photon servers wich is oke for internet and for the server browser to work. but the thing is that i also want player to be able to connect with IP and only over LAN without the signal ever going to the internet. I searched online but i could not find a solution. could you please help me? here is a part of my NetWorkmanager script.

//start een server
	private void StartServer(){
		Network.InitializeServer(4, 24000, !Network.HavePublicAddress());
		//4 is hoeveel players en 25000 is de port
		MasterServer.RegisterHost(typeName, gameName);
		Debug.Log("Server Started");

	}

	void OnServerInitialized()
	{
		Debug.Log("Server Initializied");
		SpawnPlayer();
		canvas.SetActive(false);
	}
	//knop
	void OnGUI()
	{
		if (!Network.isClient && !Network.isServer)
		{
			RefreshHostList();
			//moet worden veranderd naar dat hij elke seconde checkt want dit kost heel veel frames
			TextAway();
			if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server"))
				StartServer();
			//if (GUI.Button(new Rect(100, 250, 250, 100), "Refresh"))
			//	RefreshHostList();
			if (GUI.Button(new Rect(100, 250, 250, 100), "Quit"))
				Application.Quit();
				//joinIp("localhost:25000");
		



			
			if (hostList != null)
			{
				for (int i = 0; i < hostList.Length; i++)
				{
					if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList*.gameName))*

_ JoinServer(hostList*);_
_
}_
_
}*_

* }*
* }*

* void TextAway(){*
* canvas.SetActive(true);*

* }*

* //check of er servers zijn*
* private HostData[] hostList;*

* private void RefreshHostList()*
* {*
* MasterServer.RequestHostList(typeName);*
* Debug.Log(“Refresh server list”);*

* }*

* void OnMasterServerEvent(MasterServerEvent msEvent)*
* {*
* if (msEvent == MasterServerEvent.HostListReceived)*
* hostList = MasterServer.PollHostList();*
* }*
* //join een server*
* private void JoinServer(HostData hostData)*
* {*
* Debug.Log(“connecting …”);*

* Network.Connect(hostData);*
* }*

* void OnConnectedToServer()*
* {*
* Debug.Log(“Server Joined”);*
* SpawnPlayer();*
* canvas.SetActive(false);*
* }*
* //join ip*
* void joinIp(string ip){*
* Debug.Log("connecting to " + ip);*

* Network.Connect(ip);*

* }*
* //spawn een player*
* public GameObject playerPrefab;*
* private void SpawnPlayer()*
* {*
* Network.Instantiate(playerPrefab, new Vector3(0f, 50f, 0f), Quaternion.identity, 0);*

* }*

}
I also tried connecting to IP but then i get an error that the server is not connected to photon main server. Iam dutch so all the comments are also in dutch i hope its not a problem :). i can change it if you want.

Photon always uses a dedicated server, so even in a LAN you need a Photon Server running.

There is a redistributable binary package which you could distribute to players, so LAN play is possible. See Exit Games download page.

You can use the Photon Server SDK in combination with PUN (in Asset Store) or the Photon Unity SDK (less comfortable, less clutter, more control). Please refer to the docs to learn how to set your server’s address, etc. This is beyond this question.