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Unity3D crashes and network problem with IPV6

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Hello,
We have a show stopping bug with IPV6 and L2CPP compilation.
We use Unity 4.7.2 and 5.3.5p7

We use the function ReceiveFrom ( ReceiveFrom(m_receiveBuffer, 0,m_receiveBuffer.Length, SocketFlags.None, ref m_senderRemote); ) and the last parameter is the reference to the RemoteAddress of the sender. The problem is that with L2CPP the data is corrupted (the IP we should get is 64:ff9b::25bb:880d but we are receiving 2b16:64:ff9b::25bb%3464). In Mono2.x compilation mode all works fine....

Unity3D crashes and network problem with IPV6

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