"Web pages are fine, but the game will not connect and nobody can hear me" - nine times out of ten that is UDP failing to get through.

A system proxy never carries UDP

The Windows proxy settings exist for HTTP and HTTPS, and they only forward TCP. Game matchmaking, voice chat and QUIC are all UDP, so with only a system proxy enabled they either go out directly or fail outright.

There are two ways forward: enable TUN Mode, which captures traffic at the network layer and handles UDP along with everything else, or point the application at a SOCKS5 proxy and rely on it supporting UDP relay. In practice, pick the first.

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The node has to allow udp

The client capturing UDP does not mean the node accepts it. Each proxy declares it separately:

proxies:
  - name: "hk-01"
    type: ss
    server: 1.2.3.4
    port: 8388
    cipher: aes-128-gcm
    password: "xxxx"
    udp: true

Without udp: true, Clash will not send UDP to that proxy at all. Generated subscriptions omit the field surprisingly often; Parsers can add it automatically every time the subscription updates, which saves editing by hand.

Three reasons it still fails

  1. The provider blocks UDP. The field changes nothing if the server refuses to relay. Look for UDP-related rejections in the Logs page, or just ask support.
  2. A rule is catching it. Write one explicit rule for the game process to see where it goes - see PROCESS-NAME Rules, and DST-PORT and SRC-PORT if a port rule is the culprit.
  3. The application bypasses the proxy. Some game launchers use their own network stack - see Apps That Ignore the System Proxy.
QUIC is the exception: browsers speak QUIC over UDP 443 and quietly fall back to TCP when it fails, so the only symptom is mild slowness. Block it outright if it gets in the way.