Currently I’m using websockets on my game server and they need to be secure, but Unity doesn’t support this so I use nginx as a reverse proxy. However, I have to specify which secure port maps to which insecure port so I setup N number of port mappings based on how many servers I’m running. I setup the same number of servers with individual launch details so they all know what port they should use. I’ve noticed that after a game session is over and I shutdown the server, it seems to not use the same launch parameters to re-launch the server but instead picks one that is already in use. This leads to a binding error because the port is already in use. Please tell me there’s a way to handle this.
Actually, this may not be accurate. It seems like there is some other connection Unity creates that is listening on my port.