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Mirror server on the cloud: ports and firewall checklist

Open the one port your Mirror transport really uses, with the right protocol: UDP for KCP, TCP for Telepathy, TCP with TLS for browser WebSocket. Bind the server to 0.0.0.0, allow that port in the machine's firewall and cloud rules, and test from outside.

By Charging Bull SoftwareLast updated:

The short answer

"Players cannot connect" in a cloud-hosted Mirror game is almost always one of five things: the wrong protocol (TCP opened for a UDP transport), the wrong port, a server bound to localhost, a firewall rule on the machine or in the cloud account, or a client pointed at the wrong address. This checklist walks them in the order that finds the problem fastest.

Which port and protocol

Mirror transportProtocolCommon defaultOpen in the firewall
KCPUDP7777UDP 7777
TelepathyTCPas configuredTCP on that port
SimpleWeb (WebSocket)TCP7778TCP 7778, and put TLS in front for wss://
Multiplex (several at once)eacheachone rule per transport

The numbers come from the Mirror documentation and are defaults you can change. The rule is simple: open exactly the pairs your server opens, nothing broader.

The checklist

  1. Confirm which transport you useOpen the NetworkManager and read the transport component. KCP means UDP, Telepathy means TCP, SimpleWeb means WebSocket over TCP.
  2. Pick one fixed port per transportWrite the port and protocol down. Do not let the port be chosen randomly at startup.
  3. Bind to all interfacesMake sure the server listens on 0.0.0.0, not 127.0.0.1. Confirm on the machine with ss -lunp for UDP or ss -ltnp for TCP.
  4. Open the port in every firewall layerAllow the exact protocol and port inbound on the operating system firewall and in any cloud security group or network ACL. UDP and TCP are separate rules.
  5. Test from outside the networkFrom another network, use a UDP-capable test or a real client. A successful TCP connect proves nothing about a UDP game.
  6. Add a health reply and join probeAnswer a small request with a known string so you can prove a player could really join, not just that a socket is open.
  7. Retest after every changeRe-run the outside test after rebuilding, changing a port or moving regions.

If your server is not Mirror at all

A Unity server with its own raw TCP or UDP protocol uses the same port and protocol rules, but it is not a Mirror game, and declaring Mirror for it is misleading. Declare it as Custom native TCP/UDP (direct): players reach the server's public IP address and port directly, with no gateway, and you supply a game-level join probe, because an open port never proves a player could join. See the manifest guide.

What NetCraftGames does for you

On NetCraftGames you declare the port and protocol pairs in your manifest. The platform controls the firewall on its side and never opens broad port ranges, and a TCP-only probe cannot certify a UDP game. You do not edit cloud security groups. You still must bind to 0.0.0.0 and answer a health check and join probe, which are part of the connection config.

Troubleshooting table

SymptomMost likely causeCheck
Works on LAN, not from the internetFirewall or security groupAllow the right protocol and port inbound
TCP test succeeds, game cannot joinTransport is UDPUse a UDP test, not telnet
Port closed on the server itselfNot listening or bound to localhostss -lunp or ss -ltnp
WebGL client fails, native worksWebSocket needs TLS from an HTTPS pageServe wss:// through a TLS endpoint
Fails only on some networksNAT or carrier restrictionsTest on another network; UDP can be blocked

Frequently asked questions

Which ports does a Mirror server need open?

Only the ports your transport actually listens on, with the matching protocol. KCP uses UDP, with 7777 as its common default. Telepathy uses TCP. SimpleWeb carries WebSocket over TCP and commonly defaults to 7778. Open exactly those pairs and nothing broader, and remember UDP and TCP are separate firewall rules.

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