Unity Editor blocking incoming network packets

I am using Lidgren which is UDP based for my networking.

(1) If I run my client code through Visual Studio it connects to the server no problem.

(2) If I run the client code through Unity’s Editor, the packets from the server do not get received for about a minute. (It requires multiple connection attempts)

(3) If I build my Unity project to a stand-alone .exe (PC) and run that, it works fine just like through VS.

(4) If I attach MonoDevelop debugger to Unity Editor and then run my client code, it works sometimes but not others.

What Unity behavior gets changed when I run through the editor that could explain this loss of incoming packets???

Update:
I have run a packet sniffer just to make 100% sure that the packets are being sent and received by the device. The packets from the server are DEFINITELY being received by the client’s device, but do not make their way to the code running in Unity until about 20 seconds later. Again, building and running a .EXE doesn’t have this problem, so it’s something that the actual Unity Editor is doing…

I’ve narrowed it down further and found that this code:

XmlDocument desc = new XmlDocument();
desc.Load(WebRequest.Create(resp).GetResponse().GetResponseStream());

pauses for about 10 seconds and then throws because it has trouble connecting. Again, this ONLY happens when running through the editor and not when running as .exe