Questions tagged [multiplayer]

Played by multiple players, cooperatively or competitively, locally or remotely.

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22 views

Can I use firebase realtime database as backend for my realtime multiplayer web game? [closed]

I have been trying to build a web game which is a real-time multiplayer game. As I have no prior knowledge on backend I just wondered if We can use firebase realtime database in my case
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27 views

Real-time multiplayer game and Node.JS as backend server

I want to build a real-time multiplayer game (just for fun and not making money from it) with Unity3D engine. I planned to use Node.JS as backend server but should I use websocket to update player's ...
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10 views

conversion between world space and screen space

I am making a multiplayer game with gravity mechanics and planetary motion. I started by hard coding coordinates according to canvas size but now i am realizing that for different resolution planet ...
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0answers
26 views

PUN2 > Displaying all players' HP to a single pannel of a UI

I've set up a scoreboard-like UI to display all players' in the room as shown in the capture above. What I'd like to do is to display each player's own status info - Life amount as of now then ...
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0answers
26 views

In Unity, how to hide objects from specific cameras without using Layers

The situation is that there are multiple players that can collect items. When a player collects an item, the item will disappear from that player's screen but still be visible to other players. I know ...
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1answer
48 views

Find nearby users by real world location in Unity

I am looking to add a feature to my mobile game (IOS and Android) to let users connect to trade with users nearby in a certain radius based on the real world geolocation. Whats the best approach to ...
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1answer
54 views

How to make it so that players can only see one specific player but not the others?

I'm developing an educational game whose main mechanics are not multiplayer-oriented. However, I would like to add a feature that allows the teacher to enter the game and all students can see him, but ...
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0answers
19 views

Client projectile ignores camera Y-axis in multiplayer shooter

I'm able to spawn the bullet and make it move. But the problem is, only the host can shoot the bullet in the way the camera is facing(takes both X-axis and Y-axis correctly). The client takes only the ...
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0answers
62 views

How should I cycle my game to be more scalable?

I'm trying to improve my game emulator so it can handle more users. I currently have one separate thread and execute all processing there. The cycles processes players and rooms, rooms are individual ...
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1answer
74 views

Mobile Game Realtime-Multiplayer with Firebase as Backend [closed]

I am developing a mobile game with Firebase as Backend. I want to add some realtime multiplayer features now and used Firebase Realtime Database for Prototyping. However, it turns out that latency (~...
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2answers
63 views

Getting user id from one scene then to the next scene

I'm new to multiplayer and photon so pardon me if this question is somewhat frequent. I have successfully set up my project to start from a main menu - waiting room - actual gameplay scene. However I ...
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0answers
34 views

Does StreamPeerTCP guarantee received packet is same from server?

I'm making simple Godot project that works with Node.js server. To receive and send packet to Node.js server, I used StreamPeerTCP. First seems works, but after 2nd transmission from server, extract ...
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24 views

Is It Possible To Make Matchmaking System Without Server? [duplicate]

I want to make a matchmaking system without a server, but I don't know much about matchmaking. First, let me list what I want to do: Cheating is not important in the game, so that the architecture ...
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1answer
156 views

UE4 Multiplayer how to replicate Player name in lobby

I've been working on a little 1V1 snipper project to try and get a better grip on the replication and the game framework of unreal engine. So after the core gameplay, I'm trying to make a lobby ...
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0answers
68 views

Which elements make some maps in multiplayer FPS games more fun than others? [closed]

I'm working on a sci-fi multiplayer FPS game, and am currently designing maps with layout influences from the 2015 Star Wars: Battlefront game and from the original Halo CE game, as those games have ...
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1answer
82 views

Does P2P Matchmaking can make an online game without any cost?

I’m planning on making an online game. I’ve used Unity (with Photon’s PUN2), but after some research, I had the idea of instead of using a server, with ccu limit and charge fees, i could make a P2P ...
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0answers
31 views

Sidecar Processes in Unity?

I'm a .NET Core web developer trying to learn Unity. In web development, if I want to perform more than one domain function at a time, I either want to run it as a totally separate service (disjointed/...
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1answer
76 views

MMO Client-Server Spoofing Vulnerabilities

Ive created a working authoritative client-server system using LiteNetLib for my game however im wondering if packet sniffing+modification is a real worry i should be developing for. I read some ...
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1answer
59 views

Prevent replay attacks on multiplayer character movement

When a client first connects to the server a Diffie-Hellman key exchange occurs to securely get private encryption keys to encrypt all packets. The problem comes in: what if someone sniffing packets ...
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0answers
41 views

Interpolation on Client Between Server States

I have an authoritative server which is sending position data to client every 100 ms. Ping between client and server is about 70 ms.(which is actually a variable) I have few questions regarding to ...
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0answers
66 views

Cost of Unity Local Multiplayer VS Unity Online Multiplayer

I know that making multiplayer games in Unity costs money because of the servers that are used in connecting the players. So basically its free upto 20 CCU and then it increases as per the CCU. Its ...
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0answers
31 views

Communication Between Client and Seperate host Unity Unet

I building a realtime multiplayer game like a small quiz game that players can able to join the game and then quiz master who handling the host will launch the game. I need to that how to do this ...
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1answer
92 views

How to handle MANY enemies in networked P2P game?

Let's suppose a game of 4 players, one is the host. They will fight many enemies, along the lines of 20-40 at the time. Among other things like sending their own state to the other players (position, ...
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1answer
59 views

Avoid players getting stuck by placing items in the same place

Let's assume a multiplayer game of two players. These two players have to place six elements at six different positions. The order or exact place does not matter. As the items are placed correctly, ...
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0answers
27 views

Connecting clients with UDP and WebSocket connections

I'm in the process of making a physics intensive multiplayer game. Naturally I use a UDP to transfer packets regarding rigidbodies between client and an authoritative server. However non-essential ...
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0answers
24 views

Can a mobile device create a game server for two-player online games in turn? [duplicate]

First of all excuse me if I say crazy things. I'm trying to make a turn-based multiplayer logic game for two players. This is my purpose: Two types of user, the one who creates the map and the one ...
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1answer
82 views

Kryonet - Open a server locally only

On the game I'm working on I wanted the singleplayer mode to use an integrated server to make adding more players via networking easier. The way I have it right now is I open a server and connects the ...
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1answer
109 views

Authenticating users without a username or password

I'm curious about what the process is for anonymously authenticating users when it comes to mobile games. There are quite a few examples out there, but the ones that immediately come to mind are Lords ...
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0answers
26 views

Phaser + WebSocket server side running very slow, need help optimizing

We're making a web-based game using Phaser and SocketIO for real-time player interaction and synchronization of in-game objects (such as items and enemies with synchronized dynamic movement). Here's ...
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1answer
79 views

How should I update object movement on Client in a lockstep game?

I have a game that I am implementing a lockstep system for multiplayer on an RTS game. Now the server sends update packets at a higher frequency than the clients with new data. What I'm stuck on ...
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1answer
21 views

unity multiplayer components not there

I just learned quite a bit about how to set up a multiplayer system in unity using it's built in scripts. However, when I try to add a network manager to an empty, the search comes up empty! also ...
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0answers
87 views

Game runs at different speeds in Chrome versus Firefox

I am using Box2D for physics on the server side. Player position is updated on the server, so there is nothing the client can do except give input. But running game in Chrome only, the player moves ...
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1answer
150 views

What is the cleanest way to code predictable client/server components

Lots of classic games that I've read the source code to do things like if (clientside) // ... or the same but with ...
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0answers
8 views

Concurrent game sessions supported in AWS Free tier

I have one free year of AWS and planning to utilize that to make online multiplayer games for facebook Instant. The plan is to start making some money to pay to AWS after one year. I have looked at ...
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3answers
124 views

Testing Multiplayer Browser Game on Single Computer

I am writing a multiplay browser based game and am running into an issue with playtesting simple interactions. When a browser window loses focus is stops running requestAnimationFrame calls. This ...
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5answers
276 views

Best strategy when player left the online multiplayer game

I have developed a online multiplayer HTML5 card game. This game can be played by four players. Now I am having this confusion on what to do when a player left the game in the middle. Possible ...
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0answers
30 views

object position handling for multiplayer a game

I am creating a multiplayer HTML game which focuses on manipulating planet trajectories with gravity points. I am creating bunch of planets with random initial velocity and random direction and i am ...
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1answer
82 views

Multiplayer VR art gallery using different headsets

I'm creating a VR art gallery using Unity3D (like a VR Museum Views with more freedom) and would like to have an environment where 1 or more users can gather together, communicate and move around (...
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0answers
116 views

Serverless Multiplayer

I wanted to make a game with a "serverless" mobile multiplayer game. The idea was to have devices connect to each other automatically when they are within range. There would be no global game state ...
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0answers
64 views

How To Display a friend list Using Play fab?

I m making a multiplayer game using playfab. One player send a friend request Second player then not display a player name?? I want the access(display) a player name??? see the referance, Code: <...
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1answer
59 views

Multiplayer platformer

I'm considering building a multiplayer game having a central server handling the game and keep clients updated. I was checking various examples of ".io" games styles of implementation and seems pretty ...
0
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1answer
115 views

Making 2 Player UI

For practice, I'm trying to remake the character select screen from Street Fighter II. I managed get it working with a Grid Layout Group, ScriptableObjects, and some scripts to have the 1P cursor ...
2
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1answer
446 views

Server game loop

I'm trying to setup a very simple multiplayer game that allows some users to join and walk around. The game is 2D and the players will have a position, the direction they are looking in (it's a top-...
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1answer
35 views

How can I send different contoller input to the different player avatars?

My apologies in advance for the vague question, since I don't understand the problem well enough to ask in finer detail. I want to create a multi-player Unity application using the Oculus SDK. Let's ...
1
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1answer
73 views

How to support more than 4 XInput controllers?

I'm making a multiplayer game in GameMaker Studio 2. The game supports upto 12 controllers, where the first four are XInput controllers. The rest would be DirectInput. If I try playing with 8 Xbox ...
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0answers
86 views

Where and how should I check for collision in multiplayer game?

I'm making a multiplayer game. For now, I added a script to towers and I have booleans to change using OnTriggerEnter. When triggered, client sends a message to server and towers health starts to get ...
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1answer
124 views

Dynamic Game Server Architecture

I'm trying to find a way to design a game server architecture for a real time mobile game. The design should be cost effective but still to some extend scaleable (later on). Mobile client flow: ...
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0answers
44 views

How do I support multiple platform patch cycles in a client/server multiplayer game?

I'm making a game with network multiplayer that will be playable with crossplay from multiple platforms. The game is written in c++ and uses regular TCP sockets for network communication. Currently ...
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1answer
218 views

What to use instead of UNet? [closed]

If you look at this Link you'll see UNet is deprecated and will be removed in the future. I'm developing a mobile multiplayer game, i've red official advise about it but they say "You can publish it ...
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0answers
77 views

Client side prediction in 2D rigid-body physics

I'm currently working on 2D rigid-body physics multiplayer game using Matter.js for physics (both the client and server side) and Phaser3 for rendering. Both the server and the client run the ...

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