The client-server model is a centralized computing model where one node (the server) performs some service for other nodes (the clients).

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Destructible objects for multi-player game in Unity

I am working on 3D multi-player shooter game in Unity using SmartFoxServer Since I need to implement some destructible objects in the game I tried to use these assets: Fracture https://www....
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how to use unity3d webgl content in a asp.net mvc view?

I asked this question in stackoverflow but no answers so I think it would fit here better. I have a unity webgl project and an asp.net mvc project. I need to show the webgl content in a view. The ...
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56 views

Hide network latency for ingame dialog

I have a tick-based Multiplayer-RTS game: Client sends action to server at Frame n which will be broadcasted to all clients and executed at Frame n+x (x depends on network latency of slowest player) ...
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57 views

Sending a players mouse movement to the server in an FPS

So I have a server-client model FPS set up. It uses udp to send data between the two with the server having a constant tick rate of 100 ticks per second (It updates movement 100 times a second) on the ...
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Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
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Client-side Prediction and Reconciliation for movement

I've explored the concept of client-side prediction with reconciliation quite a bit and there's one thing that puzzles me a lot. From what I've seen in most guides, the flow looks a bit like this: ...
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How do I allow clients to move a GameObject that exists on the server?

I started to delve into the UNet system for the first time the other day and I've run into a bit of an issue while testing on a localhost server. In the scene there is a Rigidbody ball that I want ...
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173 views

Best practices for client-server communication in an online Android game

I'm developing an online RPG game for my "Object-Oriented Programming" module laboratory project. The client part must be written in C#, also using Unity 3D as a graphics engine. The problem is that ...
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Client side predicition tick implementation

I've been reading about client side prediction and one question I have is what's the best way to implement the server tick. I thought about using the server frame count from the game engine I'm using ...
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How to synchronize events to clients?

I need to keep the client updated on data that's rarely changed (like health) or when an event occurs (like when a player is attacked and should have "-10 hp" above him). Those 2 specific part should ...
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Security-minded design patterns / paradigm for client/server application

I am working on a client/server application and am starting to take it from proof-of-concept to actual implementation. The client is an Android application and the server is in PHP. In similar ...
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What are the disadvantages of client-side prediction?

There's lots of talk of server-side prediction, but I haven't seen a client-side alternative implemented anywhere. My game uses mouse-based movement, so it's easy to predict the player's location ...
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Multiplayer game server sync

I am building a 2d multiplayer game with no physics and my own authoritative server. Already have all players getting synced each with other but their movement isn't so smooth yet. Here is the ...
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Unity 5 New Netorking, SyncVars, RPC how does it actually work

I have just started working on a client - server flow for an open world game, as far as I understand unity have implemented a fairly new ways to communicate and work with networking but I cant seem to ...
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Resolving prediction error from client side prediction and server reconciliation

I am writing a network game based on Gabriel Gambetta's articles on client-side prediction/server reconciliation. I have client-side prediction down (using Box2D for prediction) as well as server ...
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45 views

How to run Kryonet server inside Libgdx project and is it ok?

I am trying to add multiplayer to my game and I used Kryonet. I have written the server, requests and etc and the only thing that is in front of me is how to run the server, it is in the libgx project ...
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43 views

Turning a game into a server-client game

I'm redoing a game i wrote in XNA to Unity. The XNA game was the client to a server I wrote as a console application. How does Unity work with a server exactly, and how do you set that up?
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I need a script to control NAO robot with Unity3D by wifi network connection

I need a script to control NAO robot with Unity3D by wifi network connection. Unity will be server and NAO will be client. Can anybody help? I have a code for NAO, but I dont know how to write Unity ...
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108 views

Coding against packet injection?

So suppose a game is such that when a player clicks a button a packet is sent to the server with some parameters. And let's say only one of the players in a room can click the button and it's disabled ...
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RakNet & Allegro Client/Server Program Lagging?

I have a simple RakNet program that I wrote up with Allegro, and when I run the program and connect the Clients to the Server, they program starts to lag and uses up practically all of my CPU. I don'...