Questions tagged [multiplayer]

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

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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 ...
0 votes
2 answers
3k views

Why does the object spawn only on client?

In my game I have an object, let's 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, ...
0 votes
0 answers
25 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. ...
1 vote
0 answers
113 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 ...
0 votes
1 answer
698 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 ...
0 votes
1 answer
341 views

Server-side real time position calculation based on destination position

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 ...
0 votes
1 answer
1k 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 <...
0 votes
0 answers
35 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 ...
0 votes
2 answers
47 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. ...
2 votes
3 answers
147 views

Syncing chest content in a host-client multiplayer setup

I'm modding a FPS game by adding a 2 player co-op multiplayer to an otherwise completely single player game. One game instance acts as the host and I try to implement the synchronization of the ...
1 vote
1 answer
1k 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 ...
0 votes
1 answer
367 views

Spawning player at user's end

I am working on 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 platform by ...
0 votes
1 answer
80 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 ...
7 votes
1 answer
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 ...
0 votes
1 answer
57 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 ...
0 votes
1 answer
46 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 ...
4 votes
1 answer
4k views

How are multiplayer mods created?

How do you make a single player game into a multiplayer one? For example: SA-MP San Andreas Multiplayer and the new Just Cause 2 Multiplayer. Before making the mod, did they need permission? How did ...
0 votes
0 answers
57 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 ...
0 votes
1 answer
384 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:...
8 votes
2 answers
529 views

What are the restrictions of 3g online games

I am looking into make a 3g online multiplayer game for the iphone. Multiplayer is my main focus but I have noticed all game apps require wi-fi. Dose anyone know if this is simply an issue with the ...
1 vote
1 answer
780 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: ...
1 vote
0 answers
43 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 ...
0 votes
0 answers
76 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 ...
0 votes
3 answers
574 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 ...
2 votes
1 answer
794 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, ...
12 votes
2 answers
438 views

Are there tools for testing multiplayer code?

Are there reliable tools that can simulate real life-like network conditions e.g. networks with different bandwidth, different latencies, packet loss etc...?
0 votes
1 answer
40 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 ...
2 votes
1 answer
760 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 votes
4 answers
375 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 ...
0 votes
2 answers
227 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 ...
0 votes
1 answer
555 views

Displaying FPS arms for the local player, and the full body for remote players

I'm wanting to try my hand at making an FPS multiplayer game. If I use arms as the first person model while playing, how do I set it up so that the other players see a full body model, and not just ...
0 votes
0 answers
28 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 ...
0 votes
0 answers
35 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 ...
0 votes
0 answers
106 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 ...
0 votes
2 answers
1k 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 ...
1 vote
0 answers
51 views

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

I tried using : ...
0 votes
1 answer
45 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 ...
1 vote
2 answers
326 views

How come serverless functions are so much more expensive than a VPS hosting my PHP API?

I'm working on an online turn-based game. I will have a server, but it will be used strictly for storing match data and relaying it to the match's participants (or spectators). For simplicity, no game ...
0 votes
1 answer
54 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 ...
0 votes
1 answer
92 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 ...
0 votes
1 answer
3k views

Phaser.io with Socket.io - What should the Server calculate and what the Client?

I'm currently playing around with phaser.io and socket.io to create a really simple multiplayer. For the beginning I created basic movement which is synched via socket.io. The clients are sending ...
0 votes
1 answer
315 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 ...
0 votes
1 answer
83 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 ...
0 votes
1 answer
224 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 ...
1 vote
1 answer
749 views

Unity + Steamworks.NET: GetLaunchCommandLine() does not include "+connect_lobby" when launching through an invite

The title describes the problem. I am trying to launch the game through an invite from a friend. When I accept the invite, it launches the game just fine. But when I try to then read the Command line ...
312 votes
14 answers
27k views

How can I find an optimum set of colors for 10 players?

I want to give each of 10 players a unique identifying color. Is there an optimum set of colors for this? How do I create one? Every set I've come up with contains colors that are too similar. ...
1 vote
0 answers
81 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 ...
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 ...
1 vote
1 answer
871 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 ...
0 votes
1 answer
727 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 ...

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