Questions tagged [multiplayer]

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

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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 ...
Lila's user avatar
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1 answer
36 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 ...
zaboombafoo's user avatar
2 votes
4 answers
298 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 ...
Funny fish 's user avatar
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2 answers
195 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 ...
Amae Saeki's user avatar
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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 ...
Ryan Cat's user avatar
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0 answers
32 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 ...
koogel's user avatar
  • 79
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0 answers
81 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 ...
koogel's user avatar
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1 vote
0 answers
48 views

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

I tried using : ...
Cei's user avatar
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0 votes
1 answer
44 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 ...
bahrep's user avatar
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1 answer
51 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 ...
Cei's user avatar
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0 votes
1 answer
90 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 ...
Cei's user avatar
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1 answer
177 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 ...
Michael Moreno's user avatar
1 vote
0 answers
62 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 ...
Papa Dragon's user avatar
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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 ...
PlutonicStudios's user avatar
1 vote
1 answer
712 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 ...
Omer Simchoni's user avatar
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1 answer
568 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 ...
Nightmare Games's user avatar
0 votes
1 answer
78 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 ...
Physician's user avatar
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38 views

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 ...
Apothem Da Munster's user avatar
0 votes
1 answer
264 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 ...
Drikus Roor's user avatar
0 votes
1 answer
141 views

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?
karsh's user avatar
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1 vote
0 answers
83 views

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 ...
Tom Doodler's user avatar
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0 answers
229 views

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 ...
K2xL's user avatar
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0 votes
1 answer
147 views

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 ...
Rich. T.'s user avatar
2 votes
1 answer
981 views

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 ...
Fabio S.'s user avatar
  • 435
1 vote
1 answer
132 views

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 ...
Henery Johnson's user avatar
0 votes
0 answers
222 views

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. ...
Iya's user avatar
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0 answers
50 views

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 ...
Yago Biermann's user avatar
1 vote
1 answer
164 views

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 ...
joshisanonymous's user avatar
0 votes
0 answers
254 views

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 ...
Ivan's user avatar
  • 317
0 votes
2 answers
644 views

Architecting server for real-time multiplayer game with Unity client

I'm thinking about developing a scalable real-time online multiplayer game. it would be an online 2D battle game. I'm an experienced software developer but this is my first experience in game ...
m.Khaki's user avatar
3 votes
0 answers
108 views

Backend architecture for multiplayer browser text game with a short gameloop

This is my first foray into game-dev and I only have webapp experience professionally. I'm creating a browser game in nodejs/react. It is mostly text-based, so no intensive graphics (think chess.com ...
WaveRunner's user avatar
0 votes
0 answers
306 views

distribute and sync multiple dedicated servers in unreal 5

I hope this is a good place to ask my question I'm using unreal engine 5. My game would be only one map and I want to all of clients play in one session. I want to have unlimited numbers of clients. ...
saeid ezzati's user avatar
0 votes
0 answers
33 views

Signalling time-expiry to clients in a browser-based multiplayer game

I'm trying to develop my first ever browser-based multiplayer game that utilizes my own websocket server which has no multi-threading capability. It will be a game where players try to be the fastest ...
Decent Dabbler's user avatar
0 votes
0 answers
280 views

Multiserver support in Mirror [Unity]

Is there any mechanism in Mirror networking library to scale the load in case single server gets overloaded? There is possibility to use "lobby" conception, but if you want all players to ...
AseN's user avatar
  • 113
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0 answers
150 views

Game networking with physics different client and server languages

We are currently having only "turn based" multiplayer games in our party game lobby system. Now we considered to add realtime multiplayer games as well, for example golf in 3D. Our current ...
HodorKing's user avatar
0 votes
1 answer
101 views

Synvar not syncing when Instantiating gameObject

I am instantiating a gameObject server-side using the code below. The problem I am facing is that the SyncVar "PlayerUnit" is null on the client, even though I referenced a networked ...
ToltottKaposzta's user avatar
0 votes
1 answer
163 views

Multiplayer game - Player position updates transmission pattern

I'm building a very basic 3D multiplayer game using Three.js and Socket.io where all the player does is move in an environment. Considering there will be ~ 100 players in a single room and all data ...
bhachawl2298's user avatar
2 votes
1 answer
106 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 ...
akarnokd's user avatar
  • 231
1 vote
1 answer
158 views

GGPO / peer to peer winstate

How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
Jan Hohenheim's user avatar
0 votes
0 answers
136 views

Unity and Mirror multiplayer, how to communicate with child

If someone have knowledge on the structure of a Unity multiplayer game with Mirror, i could appreciate some help. I try to make a multiplayer shoot'em up. So i create waves of enemies. I understand it ...
nikubik's user avatar
0 votes
0 answers
472 views

UDP authentication

How to check if the sender of a udp packet is authenticated? I think sending an authorization token in each packet is slow. So my second implementation is this: the network part will consist of one ...
olegshmel's user avatar
1 vote
0 answers
509 views

How to make an update loop in a Node.js game server

I'm making a multiplayer game with a Node.js server, and I'm searching for how to write the game loop. I'm currently using a setinterval every 15ms, but someone ...
Wild Royal's user avatar
2 votes
0 answers
58 views

Multi-account using Steam

I want to test multiplayer features for my game on Steam. Each player in the game must have an authenticated Steam account. Is there a Steam feature to allow multiple developer accounts? Or if I were ...
Jay's user avatar
  • 800
0 votes
0 answers
239 views

Latency handling methods in a fast-paced multiplayer game with moving objects

I am working on a real-time multiplayer soccer game. Currently, on my game, I created an architecture like that: Every client has a copy of the game state, also the server has it too. Clients send ...
Mustafa Akdeniz's user avatar
0 votes
1 answer
146 views

Unity Multiplayer Sync Bools

I have a little problem with syncing booleans on my networking game. I use the Mirror-Package for networking and use KCP for transport. When the players basicly collide each other (using a sphere ...
LAZYLICIOUS's user avatar
0 votes
1 answer
87 views

Unity MLAPI Instance server

I am currently developing a multiplayer game with unity using MLAPI sdk. Right now i have an API Gateway for everything that is not directly gameplay and theirs also Zone servers AKA Gameplay servers. ...
Mathieu Landry's user avatar
1 vote
1 answer
328 views

How to generate join codes?

I'm hoping to use a four character join code so people can join a game. I was thinking of making random codes, which would be about 1.4 million different possible codes. I like the idea but I don't ...
tazboy's user avatar
  • 75
1 vote
0 answers
93 views

Unreal Engine 4 How to read saved player data?

I seem to have writing working fine now. But I am running into odd problems reading the data back. I want to iterate over the files so I tried this but I got an error in the log stating something ...
Jason Crosby's user avatar
0 votes
1 answer
332 views

Unreal Engine: I cant login with EOS

I am giving a shot at trying out EOS. I am running into an error while trying to log in. I have a product and application set up in the online dev portal. Dont know if I have everything right though. ...
Jason Crosby's user avatar
1 vote
1 answer
71 views

Multiplayer bullet trails

The problem is as follows: A receives the position of B as 40,40. Now, obviously this position is already out of date. On Bs screen B is of course already at 50, 40. Now A shoots at an angle from 15,0 ...
mroman's user avatar
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