What are the Hololight Space network requirements?
Port requirements, TCP UDP, spectator ports & multiuser ports
Hololight Space uses a number of network ports to communicate data between the server and client. If these ports are closed, the features dependent on them won’t work. Below are the network ports that you need to open to fully use Hololight Space.
The table lists the default ports Hololight Space uses,but you can also define many of the ports these protocols use yourself. To do this, connect to Hololight Space with a client device, use the Quick menu, and go to Options > Meeting settings to change which ports Hololight Space uses.
Network requirements
Network | Wi-Fi 6 |
Network frequenz | 5 GHz |
Bandwith | min. 40 Mbit |
Round Trip Time | max. 50 ms |
Protocols and ports
If the network in which you are using Hololight Space doesn’t require use of Windows Defender Firewall, you can disable the firewall and use Hololight Space without opening specific ports. See Turn Microsoft Defender Firewall on or off for more information on how to enable and disable Microsoft Defender Firewall. |
Application Protocol | Protocol | Local Port | Remote Port |
Signaling | TCP | 9999 | - |
Signaling | UDP | 9999 | - |
Signaling (2nd Instance) | TCP | 10000 | - |
Signaling (2nd Instance) | UDP | 10000 | - |
Each new instance of Hololight Space you run on the server machine requires its own local port for Hololight Stream signaling. The first one is by default “9999”. Each additional instance of Hololight Space will then use the next port. For example, the second instance of Hololight Space will use port “10000”. The third will use port “10001”. |
Protocol | Local Port |
TCP (Cloud Licensing) | 5053 |
UDP (Cloud Licensing) | 5053 |
TCP (Offline License Server) | 5054 |
UDP (Offline License Server | 5054 |
Application Protocol | Protocol | Local Port | Remote Port |
Desktop file loading | TCP | 17321 | - |
Application Protocol | Protocol | Local Port | Remote Port |
Meeting connection and broadcasting | TCP | 5055 | - |
Meeting connection and broadcasting | TCP | 5056 | - |
Meeting connection and broadcasting | TCP | 5058 | - |
Meeting connection and broadcasting | TCP | 18200 - 18300[1] | - |
Additional meeting features | TCP | 20000 - 20100[1] | - |
Meeting connection and broadcasting | UDP | 5055 | - |
Meeting connection and broadcasting | UDP | 5056 | - |
Meeting connection and broadcasting | UDP | 5058 | - |
Meeting connection and broadcasting | UDP | 18200 - 18300[1] | - |
Additional meeting features | UDP | 20000 - 20100[1] | - |
Application Protocol | Protocol | Local Port | Remote Port |
Hololight Spectator connection | TCP | 10090[1] | - |
Hololight Spectator connection | UDP | 10090[1] | - |
[1] You can change this value in Hololight Space. Using the Quick hand menu, go to Options > Meeting settings to change which ports Hololight Space uses.
Firewall
When launching certain applications for the first time, Windows Defender Firewall may block some network features and prompt you to allow access. This is a normal security measure.
Some applications - such as Unreal Engine or Unity 3D - might not trigger a prompt. You might also accidentally select Disallow. In these cases, you can manually enable access through the firewall:
- Open Windows Firewall Defender.
- Select Advanced Settings in the left sidebar.
- In the advanced settings window, select Inbound Rules.
- Locate your application (for example, Unity Editor) and double-click it.
- Check the box labeled Allow the connection.
- Select Apply, then select OK.
To ensure Hololight Stream works correctly in your development environment, use this guide to enable all local ports for an application. To define rules for specific ports, select the application’s properties, then select Protocols and Ports. Choose the protocol type (TCP or UDP), and enter the port number you want to allow.