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Questions tagged [multiplayer]

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

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Best Unity Multiplayer Tool for 70+ units? [closed]

I am making a game that combines Brawl Stars and Survivor.io and i plan to have 2 - 6 players on the map with additional PC units (up to 100 at max). There will be around passive 20-40 abilities ...
DejanRadoman00's user avatar
1 vote
1 answer
72 views

Do server reconciliation and rollback refer to the same thing in multiplayer game networking?

I'm trying to understand the distinction between server reconciliation and rollback networking in games. From what I understand, both involve receiving snapshots from the server and replaying player ...
vicg's user avatar
  • 113
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1 answer
77 views

How to synchronize NPCs across LAN?

As of now, players are synced using: ...
Reincarnated as a worldbuilder's user avatar
1 vote
0 answers
24 views

How To Deal With Time for Entity Interpolation for Multiplayer Games

I am currently trying to make a simple multiplayer game but had a little bit of trouble implementing client-side entity interpolation for entity movement. For some context, I am aiming to make a ...
SquishyGrape's user avatar
3 votes
2 answers
1k views

Decouple game entity from its owner when logic depends on it

In my real-time multiplayer game, there are multiple entities that are very interrelated and whose logic is very related to the player who owns them. I don't think I can decouple the classes from each ...
Marvin's user avatar
  • 133
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1 answer
83 views

Checking combat on the server to prevent cheating - how to keep two codebases in sync?

I'm making an idle game with semi-multiplayer. My game uses Unity as a client and as a server Unity Gaming Services (UGS) C# Cloud Code Modules with UGS Cloud Save, this server is non-persistent, ...
Pascal Claes's user avatar
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0 answers
34 views

Multiplayer Entities And Player Storage Systems

https://github.com/Zylann/voxelgame/issues/103 How can entities and player storage work for this demo? Are there any examples or prototypes? Goal: Minecraft style entity and player storage system. ...
WithinAmnesia's user avatar
1 vote
0 answers
177 views

Multiplayer Seamless Open-World Chunks

there is a made a game called JDungeon that looks like this: I want to add seamless chunk loading and unloading, meaning instead of the black world boundary, a new chunk loads in seamlessly. I'm ...
WithinAmnesia's user avatar
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43 views

Should I be adding a database functionality for my game rooms?

I'm a little confused on when it's needed to bring in Mongo or MySQL in a web browser multiplayer card game. Here's my plan so far: I'm using React, Node.js, Express, and Socket.io. I'm having the ...
chung's user avatar
  • 101
0 votes
2 answers
55 views

Networking for Complex AI movement

The enemies in my game are underpinned with a FSM with the motion planning handled by vector steering behaviors, in short - It just calculates a new vector based on obstacles/other objects around it. ...
SheerKahn's user avatar
  • 101
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1 answer
97 views

Normalized coordinates not translating to screen coordinates the way I need them to

I am making a simple game in C# using pictureboxes. I want to move a picturebox on a form. Once this picturebox is placed in a new location, I normalize its X,Y coordinates between [0, 1] and then ...
CluelessWizard's user avatar
0 votes
1 answer
80 views

How to make UI specific to players?

How can I implement a system in my application's user interface (UI) where certain UI elements are selectively visible to specific players, ensuring that each player, such as Player A, can exclusively ...
Reincarnated as a worldbuilder's user avatar
0 votes
1 answer
56 views

How to create mobs for mmofps and synchronize their animation, movement, actions with all players?

Help me grasp the concepts of mobs and in game events that the world should control in terms of multiplayer games. I want to create some test game in browser for players to run and shoot mobs. I want ...
idchlife's user avatar
  • 229
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0 answers
102 views

Not able to host a Unity Netcode Game on specific device, but I'm able to join as a client on the same device

I'm trying to create a Unity netcode LAN connection between a few devices. It works fine with a few devices as the host or the client, but some devices can only connect as a client and are not able to ...
JOYSON S T's user avatar
1 vote
0 answers
69 views

When to use the same class for both client and server versions of an object, vs. when they should differ

I am learning about networking for game development and need some insight. My knowledge of Unreal Engine is that it uses RPCs and replicated variables for actors. I also know that Unity has Networked ...
Gus Funder's user avatar
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0 answers
88 views

How to choose what type of server to use when creating an online multiplayer game?

I want to develop an online multiplayer game using the Scala language. I am quite new to programming; I have developed some simple multiplayer games (think snake, pong), but they cannot be played ...
Lila's user avatar
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0 votes
1 answer
50 views

Game object ownership not transferring and getting destroyed with the master client

I'm using photon pun. I have a spawner script which instantiates the eatables in the gameplay and right after the instantiation, im transferring its ownership to null. The instantiated game objects's ...
zaboombafoo's user avatar
3 votes
4 answers
485 views

Would slo mo work for multiplayer?

I have hardly any programming knowledge but I want to get into game design but I have a question would slo mo work in multiplayer if used in this way. Where the player experience the game 10 times ...
Funny fish 's user avatar
1 vote
2 answers
265 views

How to make real-time pvp game where both players perceive in-game time normally while actual relative time-flow speed between them is different?

I was thinking about making a real-time (not tour-like) PvP game where both players among other attributes would have 'speed' attribute that would define their movement and attack speed. But because ...
Amae Saeki's user avatar
0 votes
0 answers
29 views

How to update other players after adding a character to the text UI

Hello I'm new to multiplayer development and I'm using photon pun 2 in Unity engine C# language. How can I update other players every-time I add another character to my text UI. The characters that ...
Ryan Cat's user avatar
0 votes
0 answers
40 views

OnServerSceneChanged not executing

I've been trying to make a multiplayer game with mirror networking. The Network Manager works correctly when it comes to changing the scene, but the ...
koogel's user avatar
  • 79
0 votes
0 answers
124 views

Scene transitions to Game on host, but not on player client

I've been following Mirror tutorials on Youtube, where there was a transition between a lobby scene and a game scene, I wanted to add a loading scene inbetween them. The issue is the game transitions ...
koogel's user avatar
  • 79
1 vote
0 answers
52 views

How to control only own animations while still seeing animations of remote players

I tried using : ...
Cei's user avatar
  • 873
0 votes
1 answer
46 views

Can 'hotseat multiplayer' refer only to turn-based games?

According to Wikipedia, "hotseat" is a multiplayer mode of only turn-based games. But can one use "hotseat" to describe a one-screen real-time multiplayer game? E.g., a game ...
bahrep's user avatar
  • 101
0 votes
1 answer
58 views

How to carry other players and NPCs and Objects?

In my game you don't have inventory slots, you can hold two things if your player has 2 arms and so on, you can hold more things if you equip a bags on your belt or backpacks... and you can carry even ...
Cei's user avatar
  • 873
0 votes
1 answer
99 views

how to load all players once?

In tera online when you enter a battleground or go into a city with hub with hundreds of players all in one place, The game has to download the faces, hairstyles... armors and weapons of every single ...
Cei's user avatar
  • 873
0 votes
1 answer
382 views

Multiple Node/Express/Socket.io servers for game lobbies?

Building a multiplayer game on the web that will be able to handle thousands of players at once, separated into independent lobbies/sessions. There may be 20 players in one lobby, 10 in another, 30 in ...
Michael Moreno's user avatar
1 vote
0 answers
92 views

How would you authenticate requests for player specific data in a server authoritative game?

I am creating a server authoritative game that uses a public game service API to manage player specific data in the game. The client will authenticate with the auth server, get a token, then use that ...
Papa Dragon's user avatar
0 votes
0 answers
27 views

TCP vs UDP for Initial World State [duplicate]

I'm currently designing a fast paced multiplayer game with up to 6 concurrent players. How should I send the client the initial world state from the server before the game starts? (such as the list of ...
PlutonicStudios's user avatar
1 vote
1 answer
1k views

"Graphics device is null" error on a Linux dedicated server build

In my project I am trying to build a dedicated server build to deploy to Multiplay hosting services. Build target is Linux OS,build settings are default, scripting backend set to IL2CPP. When ...
Omer Simchoni's user avatar
1 vote
1 answer
1k views

StaticMeshActors not Multiplayer Replicated in Unreal 5

I'm attempting to add multiplayer support to a new first person game we're working on in Unreal 5. Starting with the FPS template, it seems like the player and the gun both behave as expected across ...
Nightmare Games's user avatar
0 votes
1 answer
109 views

In online multiplayer games, can we transfer a player between two local (or even distant) servers while game processes are running on both servers?

Brief intro 1: about me: I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
Physician's user avatar
  • 101
0 votes
0 answers
44 views

Display a user webcam over multiplayer session on a wall in the middle of a level?

With the media framework, it’s now quite easy to use webcam or phone camera footage directly in the game. Is there also a way to share this footage in a multiplayer game? So player A can see the ...
Apothem Da Munster's user avatar
0 votes
1 answer
384 views

How to implement WebRTC in a Godot project that already has communication through WebSockets?

I'm currently working on a fast-paced multiplayer sports game using Godot. The players' movements and actions are already being synchronized with WebSockets and Channels using a Node.js server. I now ...
Drikus Roor's user avatar
0 votes
1 answer
150 views

In a multiplayer game developed using client server model with socket.io and node.js how can we describe the osi layers

What will the different layers in the stack look like in the osi model?
karsh's user avatar
  • 9
1 vote
0 answers
115 views

Is it unethical to implement multiplayer AI that pretends to be a real player to prevent the empty-server problem? [closed]

I am currently working on a multiplayer game. I have recently gotten more aware of the problem that as an indie multiplayer game that offers matchmaking, my game might very quickly fall victim to a ...
Tom Doodler's user avatar
0 votes
0 answers
370 views

How to implement Glicko-2 rating system in a scalable way?

I have a multiplayer game that, similar to chess, will have a win/tie/lose outcome in a 1v1 setting. I've been looking at Elo versus Glicko & Glicko-2 and it seems Glicko-2 might be a good one to ...
K2xL's user avatar
  • 111
0 votes
1 answer
193 views

How to modify single-scene ECS setup to support multiple local players in different scenes?

I'm currently developing a game in Monogame / C#. I have the underlying game engine set up in the following way: Entity/Component/System architecture A Scene includes a map, cameras, and a list of ...
Rich. T.'s user avatar
3 votes
1 answer
1k views

Unity Netcode how to resolve responsiveness issues on the client?

I have been reading the Unity Netcode manual and other related articles, which explains very clearly why it is essential to care about latency. Still, I haven't seen good examples of implementing a ...
Fabio S.'s user avatar
  • 465
1 vote
1 answer
141 views

How to replicate damage between users in a MUD

I'm working on a text-based MUD (Multi-User-Dungeon) in C++, but the most important thing in a MUD is the MU (Multi-User). Is there any easy way to implement these mechanics? I want a player on one ...
Henery Johnson's user avatar
0 votes
0 answers
285 views

How to spawn object in a multiplayer game, without triggering "NetworkClient is not ready" error?

I'm trying make a multiplayer game, using Mirror, but can't get the health indicator to spawn. An error message appears: Send command attempted while NetworkClient is not ready. ...
Iya's user avatar
  • 1
0 votes
0 answers
66 views

How do I handle multiple matches for a multiplayer game based on web?

In a multiplayer chess game based on web where the server must validate the plays, store the current game state and provide the gameboard info to be rendered on client side, among other things related ...
Yago Biermann's user avatar
1 vote
1 answer
203 views

What makes the network coding for MUDs different from that of MMORPGs?

(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.) I can understand why the network coding for MMORPGs is so complicated ...
joshisanonymous's user avatar
0 votes
0 answers
340 views

Will using static events and static instances of a class in multiplayer game in unity cause problems?

I am working on a game system that partly relies on static events and static instance of a class (so not Singleton or static class but just static instance of a class). I am not sure if my system will ...
Ivan's user avatar
  • 349
0 votes
2 answers
1k views

Architecting server for real-time multiplayer game with Unity client

I'm thinking about developing a scalable real-time online multiplayer game. it would be an online 2D battle game. I'm an experienced software developer but this is my first experience in game ...
m.Khaki's user avatar
3 votes
0 answers
131 views

Backend architecture for multiplayer browser text game with a short gameloop

This is my first foray into game-dev and I only have webapp experience professionally. I'm creating a browser game in nodejs/react. It is mostly text-based, so no intensive graphics (think chess.com ...
WaveRunner's user avatar
0 votes
0 answers
498 views

distribute and sync multiple dedicated servers in unreal 5

I hope this is a good place to ask my question I'm using unreal engine 5. My game would be only one map and I want to all of clients play in one session. I want to have unlimited numbers of clients. ...
saeid ezzati's user avatar
0 votes
0 answers
34 views

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 ...
Decent Dabbler's user avatar
0 votes
0 answers
351 views

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 ...
AseN's user avatar
  • 113
0 votes
0 answers
179 views

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 ...
HodorKing's user avatar

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