Questions tagged [multiplayer]

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

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15 views

How to route players in the same “room/match” to the same server?

I have a system where clients are connected to one of many servers sitting behind a loadbalancer with WebSockets. No matter which backend server clients are connected to, I am using a messaging ...
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25 views

How to exactly to send game info packets(Player position, rotation, state, etc…) to server, and with what protocol

So the title might be confusing to some but what I fail to figure out how to keep all players perfectly in sync if there are more than lets say 10 players. So what I am trying to do but I think its a ...
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1answer
80 views

Multithreading vs Asynchronous game loop for multiplayer online game?

I'm trying to create a turn based multiplayer online game where players can be grouped in a room/lobby and play (similar to Ludo but number of players can be more than 4). There can be multiple such ...
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0answers
27 views

Client side prediction buffer size considerations for jitter

I am currently having a FPS game with client side prediction. Every 20ms, the client sends it's input to the server. The server buffers 5 ticks worth of input (100ms) and starts consuming the inputs ...
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84 views

How to manually kick players in new Unity Input System

Using the new Unity PlayerInputManager, I'm trying to create a page in the pause menu of the game where players can remove other players from the game. It's a ...
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0answers
11 views

Can't Get Component On Photon Instantiated Scene Object

I'm completely new to photon. I have a fair bit of experience with Unity but learning multiplayer feels like learning a new game engine lol. I'm using photon and making a chess game, so I've put ...
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1answer
115 views

Mirror Create Player From Client and Change Scene

I'm very new to Mirror in Unity but I have a lot of experience in Network-programing. I'm currently trying to create a Game, where the Player's data is stored on the client, and can join different ...
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64 views

What's the better approach, running multiple server-builds on one instance or running one server-build and managing matches in different rooms?

We are building a racing multiplayer game using Mirror and Unity and we've been able to successfully run the authoritative server on AWS-Gamelift and Playfab so far. Both providers are with the ...
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1answer
188 views

Looking for a game engine to make a game like “Ikariam” or “Ogame” [closed]

I'm an IT student and currently in my spare time I want to start a project. I would like to make a game that resembles a browser games like "Ikariam" or "OGame". I don't want this ...
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17 views

Servers do not remove spawned prefab after disconnection

I built a multiplayer game with the Unity UNET. For doing this I bought a VPS server. Everything works fine. But sometimes when players want to quit the game, the servers do not destroy him from the ...
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1answer
60 views

Sever-side physics simulation and client 'inputs' send rate in a fast multiplayer game

I am building a very tiny first-person multiplayer game. I'm just aiming to get the basic rights: client-side prediction and reconciliation + entity interpolation. I have read many articles on these ...
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1answer
89 views

Networking to make a single player RPG into multiplayer

I’ve written a few games in Xcode before and would like to turn one into the simplest possible 2D top-down RPG multiplayer game. Essentially just needing movements around a big tiled map (I love ...
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1answer
57 views

Multithreaded callback

I'm making a multiplayer game where players fight in vehicles, and I am doubting my server architecture. As it will be physics, network and AI intensive I would like to split these 3 topics into their ...
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0answers
55 views

(web game) text-based combat system shows progress to client instead of give a report at the end

I am developing a text-based multiplayer-RPG using React and dotNet core. The fight logic is handled on server side. Basically what fight() does is: a while loop ...
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1answer
114 views

Moving non-local player from local player with Mirror Networking

i am using mirror networking which is based on UNet. I can move non local objects easly by assigning their authority to the local player and move them, but i can't assign/remove authority for other ...
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32 views

how to make my camera follow script work for Photon Pun2

I´m currently working on the Multiplayer part for a 2D top-down game. I´m using Photon Pun2, to do this. My problem is, that always just the last player, who joined the game get´s my camera follow ...
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37 views

Advices on multiplayer implementation

I am developing a top down shooter and my singleplayer is pratically finished so now I want to move on to develop multiplayer but I have some questions and I am seeking for some advices. In my game a ...
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1answer
179 views

Can't connect to Steam using Blueprints in UE4.25

I'm following this tutorial by Unreal Engine itself, but I don't have a Steam overlay popup like I'm supposed to, (according to the tutorial.) And actually a lot of people have a similar issues like ...
1
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1answer
59 views

reading input from multiple mice in QB64 in Windows 10?

I am looking to write a non-network multiplayer game for Windows 10 with QB64 that accepts input from 2 or more USB mice plugged into the system. Like a simple Pong game where additional players plug ...
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1answer
142 views

Command pattern for network games

I am currently programming a multiplayer game. The basic idea is that the game uses Command Pattern for any actions that happens in the game. If the player right clicks to move then a command is ...
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1answer
59 views

Multiplayer Replication Unreal Engine 4

I have variable=count(integer) in a Character Blueprint. I want to increment the variable when user presses the 'R' key. What do I so in the Blueprint that ...
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1answer
55 views

How to Sync the Location After Getting Up from Ragdoll?

I am currently working on multiplayer fighting game and my game will have an anim->ragdoll when the player is knocked out and be able to getting up from it. My problem now is ragdoll is making my ...
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0answers
42 views

photon unity why error GO:Networking Manager appears when trying to make the scene not restart / reload when another clients join the room

photon unity why error Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name); appear the code ...
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2answers
88 views

How does faction work in a Multiplayer game?

I'm trying to work out how Factions would work in any Standard MMO If the player is hostile with a faction, then the NPC's of that faction would attack on sight. If the player is neutral> with a ...
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0answers
46 views

Should I send the entries using a tickrate? Netcode Authoritative Server

I am developing a 2D platform and shooting video game in Unity 2D with authoritative logic / physics on the server (The physics server is also developed in Unity to be able to use the box2D library on ...
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2answers
222 views

Can I mod Among Us mobile so people don't get kicked because of network problems, and how? [closed]

I want to make a mod for Among Us which will allow people to stay in game despite short-lived connection problems (as opposed to being kicked after 1 second of network issues).
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1answer
637 views

How to scale our multiplayer support, similar to Among Us

We are a small team with the goal of creating our first multiplayer game, and we want to support multiplayer that can rapidly scale up as Among Us has successfully done. We don't have a huge budget ...
3
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1answer
569 views

How to develop both a client and headless server together in Unity

I'm making a multiplayer 2d shooter platformer in unity. And after studying the different options to program an authoritarian server and with the great help that many of you have already provided me ...
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0answers
54 views

Box2d on authoritative server for Unity client

I'm creating a multiplayer platform and shooting game in unity, using unity2d's own physics system (box2d). But the truth is that I am quite lost in the creation of an authoritative server in c ++. I ...
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1answer
50 views

Online multiplayer. Provoke lagged move on local player

I am developing an online multiplayer 2D videogame with Unity as a client and a server programmed in c ++. I do the synchronization of movement through an interpolation so that the movement is ...
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2answers
330 views

How do I control multiple Pawns without possesing them (RTS style)?

I am making a multiplayer RTS but I have a problem controlling spawned units (let's call them Vessels), specifically moving them around with AI MoveTo bp. Vessels ...
2
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1answer
154 views

How do multiplayer servers handle receiving, handling, and sending packets?

I want to make a fighter jet simulator game. The server (authoritative) and client communicate over udp. The server sends out updates about the gamestate at a fixed rate. Think of plane positions, ...
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0answers
136 views

Game server multiplayer architecture

I'm planning to build a big browser multiplayer game with gameplay very similar to agar.io but rpg. Game will be containing rooms as It's done in agar.io. 50-100 players max per room. Realtime. 10ms ...
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0answers
63 views

How can I support direct P2P for mobile devices?

I'm Interested in two or more player co-op in Godot, via direct P2P without connection to a central server. I have this idea that would utilize two smartphones in proximity to one another. I don't ...
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0answers
35 views

How to make my multiplayer Air Hockey better?

I've made simple multiplayer web game but don't like how it works. Here's a video example (captured at 85 avg ping) showing what I have. What I used: Super naive client prediction - called so because ...
0
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1answer
1k views

Difference between [P2P] Relay Servers and Dedicated Game Servers?

I came across this unity Unity conference video on buillding multiplayer games https://www.youtube.com/watch?v=CuQF7hXlVyk Form, this image we can see there are 3 P2P methods and 1 Direct client ...
1
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1answer
301 views

UE4 Blueprint Multiplayer Spawning Issue

I'm attempting to copy/modify the MultiplayerShootout project's multiplayer functionality for my own project. I'm running into issues when Player 2 joins a running session though. Finding it very hard ...
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1answer
85 views

Assigning values on multiple clients in UE4

I am currently working on a multiplayer game and I am having difficulties on assigning values on variables for each clients. Originally I looped through available clients character from HUD then ...
0
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1answer
190 views

How do I connect Unity to a server backend developed in .net core?

I'm currently running to a wall in my game development and I need now some discussion to clear my mind... In my mind I have a plan for some little online game (focused around clicking and idling), ...
3
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2answers
114 views

Multiplayer tile based movement collisions cause client prediction to fail

I am developing a tile-based online multiplayer game, but I am stuck. Players can move across the grid in the four cardinal directions, as can enemies, but two players/enemies cannot occupy the same ...
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0answers
118 views

Multiplayer game server headerless (Unreal/Unity) vs Custom Maps

I've been pondering about different approaches that a multiplayer game server can be managed and programmed. For instance some of the big engines like UE4 & Unity provide a 'build' flag that can ...
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0answers
602 views

How to build multiplayer games for android? [closed]

I'd like to know how to build android multiplayer games but I'm struggling to find a step-by-step or good resources on this topic. My main questions is which engine and api to use? I'd like to achieve ...
0
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1answer
4k views

How could you use mirror in unity to network across multiple networks rather than only LAN (Port Forwarding?)

I've been working on a game for my friends and I to play during quarantine but I can't figure out or find any information on networking using mirror. Everything I see gives vague answers to even ...
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0answers
39 views

UE4 tips how to handle Minigolf Multiplayer

Heyo! I'm doing a Minigolf multi-player game right now. What I couldn't figure out by now is how to set up the game logic of the actual game. So where to keep track of all players being in bounds, ...
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1answer
154 views

How to register multiple key presses at the same time in pygame

Every time I try to operate player one and two or try to use the pickup key it stops the players. here is my code: ...
0
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1answer
98 views

Multiplayer network architecture - why do we need to verify local movements?

I'm messing around with a 2D game using UDP. I've read some books and articles on the logic of a dedicated server to clients multiplayer game and I can't wrap my head around one thing: What I've read:...
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1answer
69 views

What is the best time to implement Multiplayer system?

I have been starting a new online multiplayer game project this week and as the title says - Is it better to implement the Multiplayer feature right away, or is it ok to implement it when the game ...
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1answer
2k views

In the new InputSystem of Unity, how to detect the keyboard and the mouse “as the same input device”?

I'm trying to use the PlayerInputManager of the new InputSystem (preview 7) and my keyboard and mouse are being detected as separate devices. I'm not saying that it is wrong, but it is not useful at ...
2
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1answer
918 views

Multithreaded design for a game server

I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
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0answers
79 views

Client-side Prediction Divergence with Input Packets and Time Differences | Multiplayer FPS

I am running into a problem while implementing client-side prediction in my multiplayer FPS. I'm not entirely sure if I've completely and correctly understood the concepts. I have read the articles ...

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