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 ).
Server mode provides some options when the server starts to listen for incoming connections, in general, no option is better than the other, nonetheless, some options can fit better depending on the scenario:
Default Address
Default Address left to the operation system the responsibility to choose the correct network interface to listen.
Note: This is the best option if you don't know which option to choose.
Use Fixed Address
Use Fixed Address will only listen coming packet arrived on the network interface connected to this address ip.
This can be used when you have many network interfaces and you need to define the correct one to use.
Use Public Address
The Public Server will use the address visible to the internet, normally the IP Address on your router.
This option only makes sense if you have NAT Traversal enabled or manually created the route on your router.
Note: This does not ensure that connections outside of your LAN can connect with your server, this option only makes sense if your computer has a public IP.
Use Internal Address
Using an Internal Address will force you to use the network address connected with the router, this will make use of the IP Address visible for your own LAN Network.
This is also the best option to use if you use NAT Traversal because the router will redirect all connections from outside to this network interface.