Questions tagged [multiplayer]
Played by multiple players, cooperatively or competitively, locally or remotely.
843
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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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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 ...
2
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1
answer
701
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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
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2
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437
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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...?
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1
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36
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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 ...
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2
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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, ...
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1
answer
1k
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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 ...
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1
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674
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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 ...
2
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1
answer
740
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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
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4
answers
300
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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 ...
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2
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197
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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 ...
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1
answer
513
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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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1
answer
762
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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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0
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28
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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 ...
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0
answers
32
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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 ...
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0
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81
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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 ...
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2
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1k
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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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48
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1
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1k
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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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1
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44
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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 ...
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1
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367
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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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2
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303
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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 ...
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1
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1k
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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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1
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365
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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 ...
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1
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51
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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 ...
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1
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90
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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 ...
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1
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3k
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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 ...
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1
answer
266
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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 ...
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1
answer
80
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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
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1
answer
180
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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 ...
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vote
1
answer
643
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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 ...
7
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1
answer
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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 ...
311
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14
answers
27k
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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.
...
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0
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62
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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 ...
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0
answers
27
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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 ...
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vote
1
answer
713
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"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
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1
answer
568
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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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1
answer
2k
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Multiplayer networking and understanding snapshots between client and server
Please note: Although this question involves a link to the Source Engine, its really a generic question about client-server interactions in multi-player games, and I think can be answered by anyone ...
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0
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38
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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 ...
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1
answer
147
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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 ...
0
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1
answer
141
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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?
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0
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84
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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 ...
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0
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229
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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 ...
2
votes
1
answer
982
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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 ...
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1
answer
132
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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 ...
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225
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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.
...
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51
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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 ...
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2
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623
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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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1
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164
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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 ...
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255
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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 ...