Questions tagged [multiplayer]
Played by multiple players, cooperatively or competitively, locally or remotely.
830
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Signalling time-expiry to clients in a browser-based multiplayer game
I'm trying to develop my first ever browser-based multiplayer game that utilizes my own websocket server which has no multi-threading capability.
It will be a game where players try to be the fastest ...
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29
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Multiserver support in Mirror [Unity]
Is there any mechanism in Mirror networking library to scale the load in case single server gets overloaded?
There is possibility to use "lobby" conception, but if you want all players to ...
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44
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Scalable MMO networking core: is that opportunity available for indie teams? [closed]
Recently available solution on market - SpatialOS - let small developer teams almost completely forget about networking problems in MMO games. But for now it is looks like this project become canned. ...
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39
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Game networking with physics different client and server languages
We are currently having only "turn based" multiplayer games in our party game lobby system. Now we considered to add realtime multiplayer games as well, for example golf in 3D. Our current ...
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42
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My real-time multilplayer is perfect on local server but choppy when deployed online [closed]
I am making a real time multiplayer game for the first time. For the server part I am using Node.js with WebSockets. The game runs perfectly when the server is running locally but when I deploy it to ...
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1
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33
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Synvar not syncing when Instantiating gameObject
I am instantiating a gameObject server-side using the code below. The problem I am facing is that the SyncVar "PlayerUnit" is null on the client, even though I referenced a networked ...
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1
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48
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Multiplayer game - Player position updates transmission pattern
I'm building a very basic 3D multiplayer game using Three.js and Socket.io where all the player does is move in an environment.
Considering there will be ~ 100 players in a single room and all data ...
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1
answer
42
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Syncing chest content in a host-client multiplayer setup
I'm modding a FPS game by adding a 2 player co-op multiplayer to an otherwise completely single player game.
One game instance acts as the host and I try to implement the synchronization of the ...
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36
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Unity - One client can control all player objects in a multiplayer game (Netcode and Input System)
TL;DR Clients can control only their player objects with keyboard, but all players with gamepad (using Netcode for Game Objects, Unity Input System and a PS4 Controller)
I am working on a multiplayer ...
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1
answer
42
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GGPO / peer to peer winstate
How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
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28
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Unity and Mirror multiplayer, how to communicate with child
If someone have knowledge on the structure of a Unity multiplayer game with Mirror, i could appreciate some help. I try to make a multiplayer shoot'em up. So i create waves of enemies. I understand it ...
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59
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UDP authentication
How to check if the sender of a udp packet is authenticated? I think sending an authorization token in each packet is slow. So my second implementation is this: the network part will consist of one ...
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83
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How to make an update loop in a Node.js game server
I'm making a multiplayer game with a Node.js server, and I'm searching for how to write the game loop.
I'm currently using a setinterval every 15ms, but someone ...
2
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38
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Multi-account using Steam
I want to test multiplayer features for my game on Steam.
Each player in the game must have an authenticated Steam account.
Is there a Steam feature to allow multiple developer accounts? Or if I were ...
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49
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Latency handling methods in a fast-paced multiplayer game with moving objects
I am working on a real-time multiplayer soccer game.
Currently, on my game, I created an architecture like that:
Every client has a copy of the game state, also the server has it too.
Clients send ...
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1
answer
27
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Unity Multiplayer Sync Bools
I have a little problem with syncing booleans on my networking game.
I use the Mirror-Package for networking and use KCP for transport.
When the players basicly collide each other (using a sphere ...
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1
answer
41
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Unity MLAPI Instance server
I am currently developing a multiplayer game with unity using MLAPI sdk.
Right now i have an API Gateway for everything that is not directly gameplay and theirs also Zone servers AKA Gameplay servers. ...
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38
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Networking a custom camera follow script with Mirror?
So I've got a pretty fleshed out game developed where player balls just fly around and attempt to smash one another. It's good fun in theory, but the multiplayer mechanic has proven very difficult.
...
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1
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183
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How to generate join codes?
I'm hoping to use a four character join code so people can join a game. I was thinking of making random codes, which would be about 1.4 million different possible codes. I like the idea but I don't ...
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35
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Unreal Engine 4 How to read saved player data?
I seem to have writing working fine now. But I am running into odd problems reading the data back. I want to iterate over the files so I tried this but I got an error in the log stating something ...
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40
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Unreal Engine 4 EOS Plugin : Game crashes when calling ClearOnCreateSessionCompleteDelegates
I have got login and logout working. I am now playing around with creating sessions. The session is successfully created, however in the callback for OnCreateSessionCompleteDelegates I call ...
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1
answer
76
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Unreal Engine: I cant login with EOS
I am giving a shot at trying out EOS. I am running into an error while trying to log in. I have a product and application set up in the online dev portal. Dont know if I have everything right though. ...
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78
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How to disconnect from PhotonNetwork after a game is Over in Unity?
Right I found this question asked elsewhere but I am really stuck at the point where none of the solution is unfortunately working.
So when the game gets over, I have to load either the menu screen or ...
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1
answer
60
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Multiplayer bullet trails
The problem is as follows:
A receives the position of B as 40,40. Now, obviously this position is already out of date. On Bs screen B is of course already at 50, 40. Now A shoots at an angle from 15,0 ...
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60
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Why can't I send a private message from one friend to another using Photon Chat
Hi I am trying to send a private message from one friend to another friend using Photon Chat. But for some reason I am not able to do. Rather I am getting the message what I am sending to myself.
So ...
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1
answer
150
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Why am I disconnecting from Photon Chat immediately after Connecting?
Hi I am experiencing a rather weird problem wherein which I am disconnecting from Photon Chat immediately after I am connecting to it. Here is the code I am using for Photon Chat.
...
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21
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Photon pun room joining issue
I created the multiplayer game using Photon Pun. Player 1 is created the room. Player 2 is joining. After complete, the gameplay both exit the game. If player 2 clicks the room button to find another ...
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89
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How to implement a friend request system for multiplayer games in Unity
I am trying to convert my single player game into multiplayer game using Unity and Photon+PlayFab.
Here is exactly what I need:
Player A wants to be friend with Player B.
Player A sends a friend ...
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1
answer
32
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First Person shooter look direction abstraction for InputController, AIController and NetworkController
The problem
Suppose I have a game where there are multiple Input Controllers:
LocalPlayerController: Reads inputs from the keyboard/mouse/gamepad.
...
0
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1
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66
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How do i correctly interpolate between 2 positions recieved from server?
I am trying to implement interpolation in client side. I store Vector2 position data recieved from server in a list and try to interpolate (x,y) from previous position to next position as data comes. ...
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33
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How do I send a push notification for a friend request for multi-Player game in Unity using Playfab+photon
So here I am trying to convert my single player game into multiplayer game.
I am able to work the part where the user can login to the game using Playfab via Username. I am able to create a friend ...
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2
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79
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What are some ways to prevent a user from cheating by playing for a friend with a lower game skill level?
In a game with leagues for players with different skill levels, what are some ways to ensure a player can't get a higher-skill level friend to play for them? Want to maintain a good gaming experience ...
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2
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134
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C++ Game multiplayer? (Mud) [closed]
I have made a simple turn based mud and wanted to implement a cheap way of allowing the client to host the game and others to join.
Years back (I am just getting back into programming after a long ...
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17
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How to create game server using Photon like SFS 2X
In SFS2X there is a user dashboard to upload the JAR file. The JAR file contains all the game logic. From Unity, I send a request to connect with the game server to play the game. How to do the same ...
3
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1
answer
131
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How to protoype a multiplayer game whose fun comes from having lots of features
I've seen plenty of testimonies that to make a good game and not waste time, one should prototype early, quickly see if the core is fun as is, and not focus on graphics, menus, sound, secondary ...
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1
answer
108
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Rollback netcode: how to avoid teleportation?
I've currently implemented rollback netcode with a central, authoritative server (wooh!). I'm running into issues where if players have zero input delay, the other players see them "teleport"...
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67
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Jittery entity Interpolation when tick-rate exceeds framerate
In my current game implementation, our game servers send data to the clients only 10 times per second (~every 100ms). However, due to recent changes, we are now expected to change the server tick-rate ...
3
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1
answer
135
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Multiplayer RPG allowing offline solo play using server signed replays - how can you cheat?
What exploits does my system allow for that I can't solve or did not account for?
I'm researching on a design for multiplayer RPG that can safely allow players to have their character files and play ...
3
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2
answers
294
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Why do multiplayer games often use custom physics implementations?
Big game engines all have a physics engine whose job is to resolve forces, collisions and constraints efficiently. I think the majority of modern games use a physics engine to some extent. ...
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37
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Ho to do Test Automation for Multiplayer in Unity3d?
We are developing a VR collaboration tool for advanced product development and are running in to technical debt. I want to improve this by do Test Automation using unit testing (Unity test runner with ...
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35
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Testing graphical & network performance of a game
I'm trying to compile a list things I should test to measure whether the development of a multiplayer game is going well. I've put a few links referring to Unreal to illustrate because that's what ...
2
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0
answers
49
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Client Side Prediction Doesn't Work with Fluctuating Latency
Ive been working on a prototype for client side prediction in multiplayer games, Ive managed to make it work but for some reason the prediction breaks when the latency fluctuates.
For example if I ...
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54
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UE4 Best way to store the winner of a multiplayer game?
Ok I have a Game Mode, and a Game State, the game mode counts player kills and when a player reaches 10, the game mode enters the end state. It stores the winner on the game state, which the clients ...
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33
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How to properly assigned PlayerState variable from Game Mode?
I am currently trying to assign Player Index to my PlayerStates and I have made it through GameMode like below from PostLogin. This is the relevant part:
My problem right now is the server actually ...
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1
answer
187
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Could not find SyncVar hook
I've been following a guide on building a 2D MMORPG, and I ran into a problem when creating a health bar for my players. I get this error message:
Could not find hook for 'CurrentHealth', hook name '...
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53
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In a multi-player game where one player becomes invisible, is the data about the invisible player sent to the enemy game clients?
In my 3d FPS game, there is a feature where a player could have it's character become invisible for some time. The character is only invisible, they're still there and can move around: the other ...
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179
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How to make a normal object a child of a Photon object across network
I'm still fairly new to Photon, or online in general, I'm having a lot of difficulty assigning a child to the proper object. I'm using the Ready Player Me plugin(honestly, I hate it lol, but my client ...
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25
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Multiplayer client has two GameStates
I'm having struggle with GameState. My custom GameState is child of Game State Base. GameMode (child of Game Mode Base) is updating some variables in my GameState. But my clients have two separate ...
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3
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254
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Authoritative vs REST (server)
I am filling out a Godot user survey, and I'm not sure how to answer this question:
Do you use (or plan to use) networking in your games? *
Yes, for real-time peer-to-peer multiplayer
Yes, for ...
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129
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Please explain me about multiplayer matchmaking with new rooms process
Let's put that I'm making a moba game. Whenever there are 10 players queuing, a new game room (instance) will be created and they will be sent into that new game room just like a typical online game. ...