Client Connection
ObjectNet provides a flexible interface to handle servers, this can be configured on the "Connection Parameters" section.

Transport port
You can define the port used on your game by setting the port on the "Transport Port" field.

Once defined, both transport systems ( OnlineObjectTranport and UnityTransport ) will use this port as a reliable and unreliable delivery method. Nonetheless, ObjectNet is flexible and in case your custom transport system needs different ports for reliable and unreliable messages you can define this by setting TransportPortType provided by ITransport interface ( see API reference for more information's ).
Single Server
Single Server mode tells to client to connect to a specific IP.

This option uses a unique and unchangeable server address and uses hard code address information as the server target. This option should only be used if you have some type of internal load balance to redirect communication into some Kubernetes or other technology.
Multiple Servers
Multiple Servers mode provide a list of possible server to the client connect.

In this scenario, the system will try to connect with the server host with the lowest ping possible. This ensures that players will also be connected to the best server possible.
Dynamic Server(s)
Dynamic Server(s) mode provides a smart way to decide which server players will try to connect.

In this scenario, developers can create any logic to decide which server the client will try to connect to.
To create a Dynamic Server provider you need to create a script to provide server information, this script shall implement the interface IInformationProvider to return the possible list of servers to try to connect ( see Providers Scripts ).
You can also check the example script ServerAddressProvider on examples folder. This script has a full implementation of how to provide server addresses to dynamic servers.