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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

release_notes_info_icon 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.
Hololight Space signaling ports
Application Protocol Protocol Local Port Remote Port
Signaling TCP 9999 -
Signaling UDP 9999 -
Signaling (2nd Instance) TCP 10000 -
Signaling (2nd Instance) UDP 10000 -
release_notes_info_icon 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”.
License port
Protocol Local Port
TCP (Cloud Licensing) 5053
UDP (Cloud Licensing) 5053
TCP (Offline License Server) 5054
UDP (Offline License Server 5054
Hololight Space standalone runtime broker
Application Protocol Protocol Local Port Remote Port
Desktop file loading TCP 17321 -
Hololight Space meetings
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] -
Additional features
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:

  1. Open Windows Firewall Defender.
  2. Select Advanced Settings in the left sidebar.
  3. In the advanced settings window, select Inbound Rules.
    Screenshot_Firewall_Rule_3
  4. Locate your application (for example, Unity Editor) and double-click it.
    Screenshot_Firewall_Rule_4
  5. Check the box labeled Allow the connection.
    Screenshot_Firewall_Rule_5
  6. 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.