# Handling Match Using Socket

**URL:** <https://forum.heroiclabs.com/t/handling-match-using-socket/1243>\
**Category:** Local Setup\
**Tags:** sdk-unity\
**Created:** [December 20, 2020, 4:32pm UTC](https://forum.heroiclabs.com/t/handling-match-using-socket/1243 "2020-12-20T16:32:31Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![avivInnplayLabs](https://avatars.discourse-cdn.com/v4/letter/a/bcef8e/32.png) [@avivInnplayLabs](https://forum.heroiclabs.com/u/avivInnplayLabs)\
**Post date:** [December 20, 2020, 4:32pm UTC](https://forum.heroiclabs.com/t/handling-match-using-socket/1243/1 "2020-12-20T16:32:31Z")

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Hi Everyone!

I’m using Nakama match feature to handle matchmaking in my game.  
My problem is that when the user moves from is mobile network to wifi the socket gets corrupted (IP changes) and I’m getting timeout in my client.

I guess that one of you already handled this kind of issue using unity, any solutions?

Thank you,  
Aviv

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<div class="post-metadata">

**Author:** ![novabyte](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/novabyte/32/1324_2.png) [@novabyte](https://forum.heroiclabs.com/u/novabyte)\
**Post date:** [December 21, 2020, 10:20am UTC](https://forum.heroiclabs.com/t/handling-match-using-socket/1243/2 "2020-12-21T10:20:16Z")

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> My problem is that when the user moves from is mobile network to wifi the socket gets corrupted (IP changes) and I’m getting timeout in my client.

@avivInnplayLabs Usually its handled in the same way as how you handle the app in the background or a transient socket disconnect on a cellular network. You reconnect the socket with a new socket object in the client SDK and rejoin the active match or chat channels, etc.
