You probably want some kind of cloud matchmaking service to get your players playing together. Sorry if my question is bit convoluted but I'm trying my best to be as clear as possible and I would reaaaaally appreciate any help. Now, given that scenario, will I have to have some sort of cloud service(AWS or something) to be able to achieve that using Mirror? Before, I suppose, Unity had (or still has) a cloud service called Multiplayer where you'd hook things up (as in UNET + Multiplayer service). I did get it to work giving the Network Address in NetworkManager a static one (which is my computer's IP) but I still don't seem to understand how that "localhost" becomes the actual IP address that the 2nd player's device will be connecting to once the game is live. I've been reading up on Mirror examples but they all seem to sample its own matchmaking/lobby feature all across, which is defaulted to localhost. 2nd player connects to 1st player's device 2-player game, one mobile device as a host Kudos!) but have been struggling to understand the concept of multiplayer as a whole. I've been playing with Mirror (which looks slick tbh. First of all, I'm new to unity's network layer/HLAPI concepts and all that jazz.
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