Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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How to send object transform position coordinates over UDP from Unity 3D

I'm using Unity 3D for the first time (university project) and need some help. I'm trying to send the x, y and z coordinates of an in-game object over UDP (I'm also very new to scripting), below is a ...
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1answer
40 views

Player position on second player connection

I'm having some trouble trying to run my game for the multiplayer part. I'm creating a 2d game. I have followed this tutorial : ...
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683 views

Sending RPC calls from server to client inside Unity

In my game inside Unity, I have two scenes setup. One for the main server ( acts like authoritative server ) and the other scene for my client. The game starts once my client connects to the server. ...
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1answer
194 views

Decentralized Matchmaking in Unity?

I'm making a card-playing game, similar to Magic Workstation. I've been looking into several options for networking. I have a working LAN version with the build in Unity networking, as well as Photon ...
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1answer
135 views

Client side latency when using prediction

I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the ...
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0answers
14 views

Do I need to concern security about my game server?

I have a game server where clients can connect and communicate with via TCP. Any device can connect the server if it knows the IP and port. I am wondering if I need to add some security to the ...
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19 views

Can a local UDK server have two clients connected locally?

To do some basic testing on players interacting with other players I would need to have at least two players in my world. My solution is to run the server from my computer, then run two clients. When ...
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0answers
122 views

Unity 3D Photon Network wait for all buffered RPCs to be called

I am having a lot of fun with the Photon Network asset, and I'm having this issue where I need to instantiate the players at different spawn spots, but not in a random way, instead I thought it would ...
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0answers
178 views

Implementing Dead Reckoning in a Winsock server

I'm having a little difficulty understanding how I implement Dead Reckoning in my Server-Client Winsock game. I've been looking on the internet for a decent explanation that explains exactly: When ...
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117 views

How to perform game object smoothing in multiplayer games

We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
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140 views

Input and packets handling when using render interpolation

I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...
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146 views

UDK and Protocol Buffers

Actually two questions: Can I use TCP sockets in UDK to implement my own networking protocol? (I guess TCPLink is an answer) Is there any way I can user Protocol Buffers inside UDK? Or anything like ...
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91 views

Unity Photon/PUN - Updating booleans with RPCs

I'm using the latest version of unity with Photon's PUN library. I used a tutorial to make a really simple multiplayer game (cubes moving around) which works fine. Now I'm trying to make a turn based ...
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112 views

Unity Networking RPC confusion

I'm new to Unity Networking as well as networking in general. I am looking to call an RPC on multiple machines, but for the RPC to do something different if the machine executing the function is not ...
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99 views

Passing random number parameter to RPC call inside Unity

So I have posted a similar question previously but this is more specific to actual code that I am trying to implement for a multiplayer game that I am working on for IPAD. In short, this will be a ...
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50 views

Rewriting the existing code for RPC in Unity

So I am basically done making a game inside Unity. The next phase is for me to make the game run on different IPAD devices ( max 4 ). So the main game would run from a PC which would act as a server ...
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74 views

Client-server architecture with box2d

I am running a client-server architecture with an authoritative server running box2d and the client running box2d as well. If gravity is set to 0, is there any point to linear interpolation and ...
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129 views

Google Play Game Services - Handling messages via p2p, host or no host?

I am developing a real time multiplayer game using Google Play Game Services. The underlying networking is done via P2P. Everything I read says I should still have a game host that sends out all the ...
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148 views

Realtime Multiplayer Server for Backgammon in Unity2D

I am doing a project as a student. As I'm developing a Backgammon game for iOS and Android. I have faced the problem of choosing the best method for my server. In this game users will join a room to ...
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28 views

How can i get latency when using Game Center?

I'm pretty new to network programming. Basically I'm using game center for making a relatively simple iPhone game using Game-center p2p. However i'm now working on a algorithm to improve the ...
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642 views

Cross-platform ad-hoc local mobile multiplayer

I want to implement ad-hoc cross-platform (iOS, Android, and PC) device discovery for local multiplayer, like this scenario: http://www.youtube.com/watch?v=csXYZf2vGdE Multiple players, each with ...
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0answers
181 views

NodeJS sharing variables with Client?

I'm currently developing a HTML5 Canvas Multiplayer Game using NodeJS and Socket.IO. My current setup using a logic loop on the NodeJS Server-end and sending update information to all Clients in this ...