Questions tagged [multiplayer]

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

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Testing graphical & network performance of a game

I'm trying to compile a list things I should test to measure whether the development of a multiplayer game is going well. I've put a few links referring to Unreal to illustrate because that's what ...
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27 views

Client Side Prediction Doesn't Work with Fluctuating Latency

Ive been working on a prototype for client side prediction in multiplayer games, Ive managed to make it work but for some reason the prediction breaks when the latency fluctuates. For example if I ...
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UE4 Best way to store the winner of a multiplayer game?

Ok I have a Game Mode, and a Game State, the game mode counts player kills and when a player reaches 10, the game mode enters the end state. It stores the winner on the game state, which the clients ...
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1answer
422 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
475 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
517 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
503 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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15 views

How to properly assigned PlayerState variable from Game Mode?

I am currently trying to assign Player Index to my PlayerStates and I have made it through GameMode like below from PostLogin. This is the relevant part: My problem right now is the server actually ...
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1answer
80 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
51 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
198 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
852 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
461 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
66 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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1answer
44 views

Could not find SyncVar hook

I've been following a guide on building a 2D MMORPG, and I ran into a problem when creating a health bar for my players. I get this error message: Could not find hook for 'CurrentHealth', hook name '...
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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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3answers
555 views

Destructible objects for multi-player game in Unity

I am working on 3D multi-player shooter game in Unity using SmartFoxServer Since I need to implement some destructible objects in the game I tried to use these assets: Fracture https://www....
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1answer
393 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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0answers
62 views

Sidecar Processes in Unity?

I'm a .NET Core web developer trying to learn Unity. In web development, if I want to perform more than one domain function at a time, I either want to run it as a totally separate service (disjointed/...
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1answer
163 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
512 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
41 views

In a multi-player game where one player becomes invisible, is the data about the invisible player sent to the enemy game clients?

In my 3d FPS game, there is a feature where a player could have it's character become invisible for some time. The character is only invisible, they're still there and can move around: the other ...
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1answer
76 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
330 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
47 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 ...
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1answer
266 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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2answers
224 views

Unity FPS - Joining players always take over the camera

I created a "network manager" and a "network manager hud" for the whole scene. My character is a simple capsule and has a camera, a weapon spawner and 3 weapons as children. I gave him a "network ...
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1answer
191 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: ...
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 ...
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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
976 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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1answer
243 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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0answers
6 views

How to make a normal object a child of a Photon object across network

I'm still fairly new to Photon, or online in general, I'm having a lot of difficulty assigning a child to the proper object. I'm using the Ready Player Me plugin(honestly, I hate it lol, but my client ...
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3answers
96 views

Authoritative vs REST (server)

I am filling out a Godot user survey, and I'm not sure how to answer this question: Do you use (or plan to use) networking in your games? * Yes, for real-time peer-to-peer multiplayer Yes, for ...
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23 views

Multiplayer client has two GameStates

I'm having struggle with GameState. My custom GameState is child of Game State Base. GameMode (child of Game Mode Base) is updating some variables in my GameState. But my clients have two separate ...
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2answers
391 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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42 views

Please explain me about multiplayer matchmaking with new rooms process

Let's put that I'm making a moba game. Whenever there are 10 players queuing, a new game room (instance) will be created and they will be sent into that new game room just like a typical online game. ...
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1answer
190 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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3answers
558 views

How to prevent a hacked-server from spoofing a master server?

I wish to setup a room-based multiplayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's ...
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0answers
56 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 ...
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0answers
39 views

Player speed varies due to interpolation

I'm building a multiplayer FPS in the vein of Quake. This is my setup: Clients send the server a "user command" on every simulation tick (which is fixed at 60 simulation steps per second) ...
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1answer
105 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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1answer
61 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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2answers
330 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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0answers
22 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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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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3answers
5k views

Basic multiplayer matchmaking implementation

I am currently writing a matchmaking server application for a 5vs5 UDK game. Here is the scenario on which I built my code: The player starts the game and authenticate The player clicks an huge "...
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1answer
210 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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