I am running on Windows 10 -
Here is what I have tried:
Using AppGameKit Classic (both wIth/without Build Port set to
5869 and device and debug device IP address fields empty ) - I start the app using the broadcast option - the app comes up on both my mobile devices (running Build Dec 12 2019 of the AppGameKit Player).
My Laptop has Device IPv4 x.x.x4
Mobile Device 1 has Device IPv4 x.x.x150
Mobile Device 2 has Device Ipv4 x.x.x.247
Subnet mask x.x.x is the same on all devices. I can open a command window and ping the two mobile devices from the laptop with no packets lost.
I close out Classic and Open AGK/Studio - load the project. BTW Under Preferences / Build Options - There is no place for me to set a build port value that I can see. I was assuming it was default to Port 45631 based on the Help documentation for creating a broadcast listener,
is that the correct port (just for reference purposes)?
Scenario 1: Both Broadcast/Debug IP Address fields are empty. I kick off the app using broadcast or debug. The app runs on the Windows machine - but is never detected by the two mobile devices.
Scenario 2: I set the Broadcast device ip address to x.x.x4 in the preferences and kick off the app. Does not get sent to mobile devices.
Scenario 3: I set the Broadcast device ip address to either of the mobile devices addresses in the preferences and kick off the app. Does not get sent to either mobile device.
I have also tried playing around with the same tests using the IPv6 addresses with no luck. I also think i have all the exceptions handled to knock block the app in my Virus Software - AND i have checked my firewall settings and TCP/UDP is open on all ports for both AppGameKit Classic and Studio
Any help/suggestions to get this working is appreciated. My production is slowed down having to switch between the two because some functions/flow aren't working in Classic and I have to keep commenting them out to run.