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Questions tagged [multiplayer]

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

0
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0answers
26 views

Unity - Bullet spawns in wrong position in client

I am making a multiplayer game with prefab shooting, but unfortunately the prefab sometimes spawns in the wrong position when I shoot from a client. The bullet ...
0
votes
1answer
47 views

Check if client is alive

I am having client/server application and i want to detect if client is alive. So i know that send() will return me null but it ...
0
votes
1answer
50 views

Server-side real time position calculation based on destination position - C#

What I want to achieve is to calculate the real object position based on its speed and a destination position. In my server, I have a MapInstance that have a list ...
2
votes
0answers
26 views

How can I add intermittent voice chat to a Unity multiplayer game?

I'm looking to make a multiplayer horror game with one of the main mechanics being the game's internal voice chat. Currently I plan on making it cut in and out so that the players (being on opposite ...
0
votes
1answer
39 views

How do i prevent IAP abuse using restoring purchases in an online game?

Lets say i have a mobile mmorpg (ios/android) where you can purchase premium currency using IAP's... how do i actually prevent the following case : Player purchases premium currency Server side ...
0
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0answers
48 views

Multiplayer Client Side Prediction and Extra/InterPolation

I'm developing a game like Slither.io but I have planned to add weapons and another additional stuff, I implemented the Gabriel Gambetta example which runs perfectly only if the character is updated (...
0
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0answers
41 views

How to propertly send map to clients in MMO?

I'm designing a game where the map has 1 M tiles. The game is simple, is a 2D game with low graphic requirements and without player movements, only change states, so I don't need to update player ...
0
votes
1answer
26 views

Unreal Engine: Third person example project and multiplayer

I was fiddling around with multiplayer stuff in Unreal Engine. I looked into events that run only on server, multicasting events, replication of variables... But there is something that I dont quite ...
1
vote
1answer
35 views

How do you build a matchmaking service for an iOS turn-based board game?

I want to build a board game that matches players with similar skill levels against each other. Take for example a chess iOS app. Log in, and the game pairs you up against someone with a similar elo ...
0
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0answers
27 views

How can I get ping value from Photon Cloud?

I am trying to get ping from Photon Cloud but it always shows 0. I use method GetPing(); ...
0
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0answers
39 views

Multiplayer GameObjects in Giant World

I'm designing some kind of MMO strategy game with hundreds of players in Unity. Since the game will not have frequent operations, i think it will not have scalability issues using Unity HLAPI. Using ...
0
votes
0answers
44 views

Grid-based multiplayer game - best way to update player position on server?

Imagine a point and click, grid-based game (ie, click a square, player moves there via A* path finding). Assume it takes 1 second to move from square to square, with constant speed, and the tick rate ...
0
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0answers
54 views

What are the advantages and disadvantages of UPnP for my game?

I'm currently developing a multiplayer game in Java. Current architecture looks like that the players can host a server by themselfs. How ever they would to have manually open specific ports on there ...
0
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0answers
25 views

How to reconcile idle ticks for multi-player client side prediction?

I am building a 3D 3rd person real-time action MMO. I am in the process of instrumenting client-side prediction and server reconciliation. I have authoritative game state snapshots being sent ...
0
votes
0answers
26 views

How can i manage input in a split-screen multiplayer game?

In non-online multiplayer games, you most often see a "Press A to join" screen. I'm currently trying to figure out how it would be possible to create such a system, that selects the player via ...
0
votes
1answer
70 views

Unity, tell matched players to go pick characters (Matchmaking)

I need to tell all the players in the match to go to some method that'd take them to character pick. The thing is that the pick happens inside the menu scene after the level get's preloaded (...
-1
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0answers
35 views

I have a lerp function to smooth out lag in my game, but it jitters

I'm trying to smooth out lag using lerp like so: ...
0
votes
0answers
35 views

Send and receive network by each gameloop cause a latency?

I'm designing a network library for my real-time multiplayer game. Now I will poll receive and send message in each update of the game on the server. Here is what I doubt. Suppose tick rate on the ...
0
votes
1answer
39 views

Unity (UNET) Pass custom data when creating and joining a match in multiplayer

I've written some simple stuff to make a lobby for matchmaking. Now I want to pass some extra info besides the match name to the lobby. Something like Player's avatar and a number of players connected ...
-1
votes
0answers
24 views

Prediction and BEPU physics

i am doing a multi player game with bepu physics hosted on server. Client use client prediction to move player. Client will send a message( contains: pressed time T, sequence number N ) to server ...
3
votes
2answers
115 views

Is Apple Game Center Multiplayer Online?

I'm trying to build a real-time multiplayer game on Unity. I was thinking of using services such as PUN or UNet, but then I ran into Game Center's multiplayer API. I've read that Apple doesn't give ...
0
votes
1answer
62 views

lag compensation for slow bullets (opposing players perspective)

I have figured out how the server is suppose to "rewind" for bullet collisions so that when you hit a player on your screen, the server will also say you hit them. However, when you press a key to ...
1
vote
0answers
83 views

Is native performance of C++/C etc. relevant for game servers? [closed]

I am wondering if the performance of unmanaged languages like C++, Rust etc. is relevant when developing a game server or is it more about the network. For game clients, it makes sense and is probably ...
0
votes
0answers
40 views

Why Unity spawning extra object on client side but not on host side?

I Instantiated a Gun for player and also Spawned it on Server using NetworkServer.Spawn() it worked fine in Host both player have their gun but when I connected my ...
0
votes
1answer
77 views

Help needed with syncing animation speed of a player in a Networked game (Unity)

Follow-up with new code, as per below answer. Unfornutely i still have it wrong and now the character doesn't animate at all (it seems to stay at 0.00 of the clip for ever or constantly resets to 0.00 ...
5
votes
1answer
681 views

Multithreading MMO Server. A thread per area OK? [closed]

As a personal project, I'm setting up a MMO, and writing the server in C#/.NET Core. As of now my architecture is as follows: The world exists of different areas ( you can go from area to area trough ...
0
votes
1answer
38 views

How to use SyncVar/Command/Rpc in Unity to set the AnimSpeed for each player in the scene separately

Im making a simple as possible scene in Unity for mulitplayer game. The character has a walking animation of which the speed is to be set exactly the same as the Z velocity relative to the object. I ...
0
votes
0answers
31 views

Unity networking: argument exception while instantiating GameObject inside [Command] function

I wanted to instantiate an object and I used NetworkServer.Spawn() inside [Command] function it worked fine in host side but whenever I connect my client Untiy ...
1
vote
1answer
260 views

Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

I want to create a turn base multiplayer game where each player simultaneously takes his/her actions, and ends the turn. Both will see what the other player did afterwards and the next round begins. ...
0
votes
1answer
56 views

Realtime Multiplayer - How to handle user updates coming in different times

I have a game loop that sends new positions of every player to other players. But there is no guarantee that the users will send the server their new positions at the same time. Actually if their ...
1
vote
1answer
41 views

Compensate for animation time in multiplayer network game

I'm developing a multiplayer turn-based card game. In certain scenarios, the clients are required to perform an animation before moving on with the game. For example, the server informs the clients to ...
3
votes
2answers
111 views

Implementing multiplayer aspect of a simple HTML5 game

I've been thinking about this a lot. I am trying to implement a simple multiplayer game but I have difficulty figuring out how to "share the scene". For example, there are non-player entities like ...
0
votes
2answers
46 views

calculating and saving latencies for multiplayer game

i am making a simple multiplayer puzzle game which basically presents a group of connected users some simple questions and whoever answers first wins the game. but i am having some issue in designing ...
0
votes
1answer
49 views

processing request in order on game server

I am creating a simple multiplayer puzzle game in which multiple players can join a lobby and compete with each other. the player that submits the answer first gets the highest point, the player that ...
1
vote
0answers
37 views

Linear Interpolation Implementation

I'm trying to implement entity interpolation into my game. The structure is as follows: Send the keypress states from the client to the server Process the inputs and make calculations based on them ...
0
votes
2answers
57 views

Will Geolocations for IPs ever change?

I'm making a game where the geographic location of a user is used to give them a little flag icon next to their user name. To do this, I've been using the ipstack API. However, the API only allows up ...
0
votes
0answers
32 views

Making Virtual Money for online games?

Is it okay and safe to make virtual money when making online games? I've seen, in 8 ball pool game, there are pool coins and pool cash; and in tetris battle games in facebook, there are tetris coins ...
5
votes
1answer
183 views

How to randomly create a fair maze for a multiplayer game?

I am creating a 2d multiplayer RTS game which happens inside a maze. I have used Growing Tree algorithm to randomly generate the maze. I thought that the maze would be fair for each team as long as ...
0
votes
2answers
101 views

shooting bullets without players being able to cheat

I'm working on a multiplayer game and for bullets that players shoot I was wondering what is the right way to do it: when a player press a key It send the key code to server and: a. server starts ...
0
votes
1answer
44 views

Implementing online connectivity and multiplayer/PVP for a newbie

Background I'm a noob programmer looking to create a simple turn based mobile game as a side project. I've pretty much got the game logic down and am left with implementing the online multiplayer/PVP ...
0
votes
2answers
68 views

Character appearance synchronization in open world multiplayer game

I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
0
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0answers
8 views

Adding External Force to Client Side predicted Movement

So i have client side prediction implemented. The client applies the movements instantly and then applies reconciliation if anything is offset with the server. Now what I would like to do is add ...
1
vote
1answer
75 views

Network limitation in multiplayer game

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
0
votes
0answers
22 views

Duplicate packets and termination of packets in multiplayer game

I'm making a multiplayer game (lazertag) with real hardware. After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data. Because of how unreliable UDP is and because ...
0
votes
2answers
117 views

How ID's work in FPS games

I am wondering how games generate IDs/GUIDs for their entities (along these lines), and which entities specifically get them. To narrow the scope of the question down, I am just focusing on FPS games ...
0
votes
0answers
60 views

Physics update in a client/server architecture with different tick rate

In a game where the client would run at 60FPS and the server 20FPS/possibly 10FPS, I wonder if is possible to update the physics without losing resolution. Consider the circunstance where a character ...
57
votes
14answers
17k views

Why do some games persistently have mostly one viable strategy, while others can have many?

The interesting thing in League of Legends is the existence of the "meta", which, for the purpose of this question, can be defined as the One Strategy That Rules Them All. The meta shifts between ...
1
vote
3answers
229 views

Is it possible to store ALL game data on the sever side

I want to make a game where everything is supposed to be a surprise. Everything from the maps to the enemies, no guides what so ever. For a normal player it may not be a big deal but some people may ...
0
votes
1answer
82 views

In a game such as Star Wars Galaxies, Planetside, and Warcraft how would server-side collision/terrain navigation work?

I'm trying to learn some advanced topics in multiplayer networking for fun and education, specifically how server-side collision/terrain navigation works in MMOs and/or any online game. Personally, I ...
3
votes
1answer
117 views

Ways to include relativity in multiplayer

Im currently working on a game concept including flying Space Ships in the solar system and maybe beyond. As the ships are using similar engines than in "The Expance" Epstein Drive. relativistic ...