Questions tagged [multiplayer]

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

120 questions with no upvoted or accepted answers
Filter by
Sorted by
Tagged with
6
votes
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. ...
5
votes
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 ...
4
votes
2answers
2k 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 ...
4
votes
0answers
139 views

Game synchronisation in peer-to-peer online multiplayer game

I am developing an online real-time multiplayer game using Google Play Game Service and Cocos2D-X. The game has two players where each player control their own ball....
4
votes
0answers
151 views

Facebook data exchange for mobile games (multiplayer)

A multiplayer mobile game that we are working on connects players through Google Play and Game Center but we would also like to add an option to play with your Facebook friends and here's the question:...
3
votes
0answers
83 views

Game runs at different speeds in Chrome versus Firefox

I am using Box2D for physics on the server side. Player position is updated on the server, so there is nothing the client can do except give input. But running game in Chrome only, the player moves ...
3
votes
0answers
37 views

How can I add intermittent voice chat to a Unity multiplayer game?

I'm looking to make a multiplayer horror game with one of the main mechanics being the game's internal voice chat. Currently I plan on making it cut in and out so that the players (being on opposite ...
3
votes
0answers
67 views

Unity: objects behaving different when NetworkTransform is used to sync movement

I am experimenting with some simple multiplayer/networking in unity. Currently I have a plane object as the ground, and a cube prefab as the player object. I have a network manager with round-robin ...
3
votes
0answers
75 views

How to test Google Play Multiplayer locally

I'm building a simple HTML5 game and I need to implement multiplayer without sharing the game on Google Play. I'm using CocoonJS's multiplayer api. How can I test Google Play Multiplayer locally? Do ...
2
votes
0answers
25 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/...
2
votes
0answers
83 views

How to Invite Facebook Users to a Unity Game for Android

I am currently using the following code to let the player invite other players to my multiplayer game: FB.AppRequest("Test Message", callback: this.HandleResult); ...
2
votes
0answers
102 views

How can I implement slow motion for one player in multiplayer?

Special attacks in Mortal Kombat Mobile require slow motion i.e. delay in game play. On multiplayer mode, when the opponent uses special attacks, I don't observe any lag/delay. When I use special ...
2
votes
0answers
669 views

Websocket-based realtime multiplayer game client and server communication?

I am building my client/server realtime MMO game using websocket which is based on TCP. My game will be server authoritative and will use non-lockstep. That means all game logic (not graphical) will ...
2
votes
0answers
2k views

How to override the NetworkManager in Unet properly?

I need some customization on the NetworkManager Class for my game I'm working on. I've read, that it's pretty common to override stuff from the NetworkManager. So I've implemented the NetworkManager ...
2
votes
0answers
89 views

Improving Position Sync Bandwidth Usage in a Multiplayer Game

This is the class i use to sync position between clients in a multiplayer top-down 2D shooter game: ...
2
votes
0answers
75 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
2
votes
0answers
118 views

Need to boost the number of simultaneous players in single (existing) game with Unity3d

I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain venues....
2
votes
0answers
424 views

Cocos2D v3 and Physics simulation on server

I'm trying to develop a real time multiplayer game using Cococs2d v3. The game is basically a side scrolling racing game. I wanted to develop the client using Cococs2d for iPhone, and the server side ...
1
vote
1answer
32 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 ...
1
vote
0answers
54 views

Where and how should I check for collision in multiplayer game?

I'm making a multiplayer game. For now, I added a script to towers and I have booleans to change using OnTriggerEnter. When triggered, client sends a message to server and towers health starts to get ...
1
vote
0answers
42 views

How do I support multiple platform patch cycles in a client/server multiplayer game?

I'm making a game with network multiplayer that will be playable with crossplay from multiple platforms. The game is written in c++ and uses regular TCP sockets for network communication. Currently ...
1
vote
0answers
19 views

Achieving smooth movement curves & correct collision detection with a google app realtime multiplayer game server

I'm an hobbist game developer. I'm trying to make a clone of a game like this: http://superhex.io/ to experiment with multiplayer online. First of all I'm not sure if there is a better way to ...
1
vote
0answers
26 views

Game Maker picking the wrong network adapter for broadcast

In my game I need to get the local network IP of the computer that is running the game, and for that purpose I have the following code: ...
1
vote
2answers
84 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 ...
1
vote
0answers
120 views

Linear Interpolation Implementation

I'm trying to implement entity interpolation into my game. The structure is as follows: Send the keypress states from the client to the server Process the inputs and make calculations based on them ...
1
vote
0answers
109 views

Spawn network objects in generated map

In my game, the server generates a procedural map, after send generation seed to generate it on the client. The client generates exactly the same map. In the map, I need to synchronize objects with ...
1
vote
0answers
48 views

Creating Customization System in Unity

I'm making a game with customization system for both characters and weapons and I don't know exactly what's the best way of doing the customizations themselves. I'm thinking of creating separate ...
1
vote
0answers
469 views

When to use a lockstep protocol?

What types of games benefit most from lockstep? What games are not suitable for a lockstep protocol? What are the disadvantages of lockstep?
1
vote
0answers
39 views

Handling different screen sizes in multiplayer games

sorry if this has been asked already. I did some checking around and couldn't find any helpful advice. I'm developing my first multiplayer game, and it'll be fullscreen when run. My issue is, how do ...
1
vote
0answers
18 views

How to send Unity NetworkMessages

So me and a couple of people are building a game with Unity, and I wanted to figure out how to keep the score in sync with all of the clients. After a lot of looking around on both the internet and ...
1
vote
1answer
313 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
0answers
314 views

Unity multiple servers for rooms

I have an FPS game that I'd like to make multiplayer. It would need to support multiple matches at once with about 10 players in each. However I want physics to be server-authoritative so that means ...
1
vote
0answers
174 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 ...
1
vote
0answers
354 views

Help needed, following Unity multiplayer Health-Bar tutorial. Only working on Server Host instance of the game

was really hoping someone can be good enough to look over my code, I've been trying to fix it for several days. I followed the Unity tutorial which is fairly basic but the bit that confuses me (and ...
1
vote
0answers
247 views

How can I instantiate and sync a LineRenderer in multiplayer network?

I am trying to make a laser that will be visible to all clients in a multiplayer networked game on Unity. I've tried using a Command Attribute but that hasn't worked. I also found some ideas to use ...
1
vote
0answers
182 views

Multiplayer client-side physics

I'm trying to handle all the physics on the client and correct data on the server. e.g. ...
1
vote
0answers
2k views

ClientDisconnected due to error: Timeout UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

Why am I getting this error. I think it has problem with port so I change port number and still getting same error. yesterday it was working fine but when I start today it giving me error like this. ...
1
vote
0answers
373 views

How do I create game rooms using Kryonet?

I'm currently about to create my first networking game, and it's supposed to be two player and turn-based. I wrote the client using the LibGDX library, and the server with Kryonet. It should be ...
1
vote
0answers
83 views

How to handle player actions in a multithreaded gameserver

I'm working on a multiplayer game, and today I implemented basic "spatial hashing" in my entity-component-system. Before implementing that algorithm, I was sending players actions to all connected ...
1
vote
1answer
152 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 ...
1
vote
0answers
327 views

Additive scene loading to UNet

I have a main scene where my player is loading as I start or join the server. On some player action, I want to load additive scenes in to my main scene. It is loading fine on the client, but not ...
1
vote
0answers
717 views

Multiplayer architecture of shooter games

I've a doubt about synchronization on multiplayer games. In the case of the architecture of a game is like this: Client tells to the server is shooting at this position, then the server simulates the ...
1
vote
0answers
521 views

UNET (Multiplayer) calling [command] function twice

I am playing around with UNET but stuck into this weird problem/scenario while testing on same machine (unityEditor and buildRun to create "2 players/instances" The problem is weird interaction of [...
1
vote
0answers
174 views

Multiplayer game, client side prediction problem

I have been following this guide http://gabrielgambetta.com/fpm1.html for my 2D platformer multiplayer game. However I can't do client side prediction in my game. I'll try to make an example. [...
1
vote
0answers
187 views

Network without Server: NAT punchthrought

How do i make 2 players connect and play together ? Assumptions: 1) Game has no server. 2) Player only has 1 computer. 3) Player cannot configure his router or open a port. 4) Player does not want ...
1
vote
0answers
187 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
1
vote
0answers
235 views

What i'm missing in this multiplayer Unity / photon code?

i'm having some troubles in my first, simple, multiplayer racing game, using Photon and Unity. Following classic photon tutorial i've written the code below, but, it won't work properly. In ...
1
vote
0answers
161 views

What player rating system can I use when the rating can only get larger?

I am developing a turn-based multiplayer app (2 players per match) for Android. As backend I use Google Play Game Services. I have implemented a leaderboard. Now I consider how to design the ranking ...
1
vote
0answers
418 views

How to load new scenes or models from network in unity or unreal engine?

I have a project to be done. I had done some research to accomplish some features. Event so, I couldn't find some answers. The project needs to have some features as follow; Charachter creation in ...
1
vote
1answer
778 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 ...