Questions tagged [multiplayer]

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

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1answer
370 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 ...
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1answer
54 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
450 views

Unity tutorial sync var not working

I tried to make a simple miltiplayer game with the unity tutorial. The Code of the Player looks like this: ...
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1answer
455 views

Multiplayer Synchronization

I am developing multiplayer game in unity. For multiplayer i am using photon networking library. I created room and join client successfully. But Problem is I am doing gameobject movent by this code: ...
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2answers
473 views

Project organization for a multiplayer client-server game

I'm programming a game 100% in Java but I'm having some issues concerning the final games architecture. I plan on having two separate projects: one that will hold the client side of communication ...
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2answers
2k views

Why does the object spawns only on client?

In my game I have an object, let say food, that whoever consumes it, that player will spawn one more element. I am checking collision in Update. The following code is working fine on server side, but ...
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0answers
21 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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1answer
76 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 ...
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1answer
49 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 ...
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1answer
194 views

Camera follows object and has a target object on the y-axis

I have two capsule objects in a split screen shooter. At this moment, the first camera follows player one, and has the target player two. The second camera follows player two, and has the target ...
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1answer
749 views

How to stop a host from the client script?

I am developing a two player multiplayer game. Since its only two players, I don't want to keep my connection open if a player disconnects. Now this works well from the host side, through usage of <...
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2answers
314 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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1answer
58 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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2answers
4k views

How do I resolve the error “Trying to send command for object without authority.”?

I don't know what I did wrong I tried couple different ways from not using commands to using SpawnWithClientAuthority. But It either gives build and compile errors ...
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1answer
260 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
130 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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3answers
492 views

Unity FPS Offline Multiplayer (MultiLan) Player Animation

I am creating an FPS game in local multiplayer. One player creates the hot-spot game, and the other one connects through WiFi network and plays the game. And i am doing this using unity MultiLan ...
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1answer
52 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
325 views

Unity2D Multiplayer - Spawning player at user's end

I am currently into a 2d mobile multiplayer project. Its going to be a 2 player game for now. So the host and the client are the only players. I am using Unity 5.4 and the default multiplayer ...
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1answer
135 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 ...
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1answer
139 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: ...
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0answers
51 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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1answer
944 views

Scripting for a C#, multiplayer game

I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I ...
6
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1answer
9k views

Sending RPC calls from server to client inside Unity

In my game inside Unity, I have two scenes setup. One for the main server ( acts like authoritative server ) and the other scene for my client. The game starts once my client connects to the server. ...
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1answer
3k views

FPS Player Camera Rotation using Touch

I am developing an FPS Offline Multiplayer Game. In my game the player rotates using mouse input. I want to rotate using Touch input.Touch to Swipe screen and player can rotate or Camera will be ...
5
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1answer
2k views

Unity 5.3.5 - How to setup a lobby with general game settings?

I am currently working on the lobby for my game. I have followed these tutorials (https://www.youtube.com/watch?v=jklWlm5v21k), which were very helpful, and was able to setup my lobby like this. The ...
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1answer
946 views

Communication between Photon Cloud game and web server

I am creating a multiplayer game using Photon Cloud (Photon Unity Network). For storage of player data (profile, inventory, achievments) I use web server (asp.net mvc & sql server). How to ...
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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
231 views

How Client send info to Host in Unity Multiplayer

I want to send player name and other details from client to host device. I have setup game for maximum two players connection. Here is the code that I have tried multiple times with different changes:...
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2answers
302 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 ...
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1answer
150 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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1answer
79 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 ...
2
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1answer
2k views

Multiplayer XNA without a LIVE account? (PC)

I decided it was time to stick in a bit of multiplayer into my game, but came across my first hurdle when i quickly downloaded an example from the XNA website. It prompted me with a login to live. ...
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2answers
1k views

How to compensate for moving objects with client side prediction?

I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
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0answers
39 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
53 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
134 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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0answers
15 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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2answers
313 views

Packaging a multiplayer game in unreal

I have created a new project using the third person template. I set the number of players to two in the play settings as well as using a dedicated server. How do I package the project so that I can ...
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1answer
198 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 ...
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1answer
82 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 ...
0
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1answer
111 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 ...
1
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1answer
50 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
50 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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0answers
24 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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0answers
36 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 ...
4
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1answer
1k views

How to develop multi-player game without involving server side code? [closed]

There have been lot of cloud based frameworks released in past few years. They provide real-time communication among users but does not allow developers to write server side code. So, how can we use ...
2
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2answers
787 views

Online Multiplayer - cheating w/ delta time movement

I'm making a multiplayer game with basic linear movement and interpolation. I've read gabriel's article about client-side prediction and server reconciliation and have tried applying it to my own. My ...
0
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1answer
42 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
27 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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