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Questions tagged [multiplayer]

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

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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 ...
Jasper's user avatar
  • 133
4 votes
0 answers
219 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....
Nimesh Chandramaniya's user avatar
4 votes
0 answers
153 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:...
Blodyavenger's user avatar
3 votes
0 answers
126 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
3 votes
0 answers
194 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 ...
JustStarted's user avatar
3 votes
0 answers
617 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); ...
Chong Lip Phang's user avatar
3 votes
0 answers
160 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 ...
Megidd's user avatar
  • 141
3 votes
0 answers
49 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 ...
Drew's user avatar
  • 31
3 votes
0 answers
78 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 ...
AndyPerlitch's user avatar
3 votes
0 answers
86 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 ...
user123's user avatar
  • 45
2 votes
0 answers
75 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
  • 810
2 votes
0 answers
96 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 ...
Graziano Bolla's user avatar
2 votes
0 answers
66 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 ...
user482594's user avatar
2 votes
0 answers
829 views

How to manually kick players in new Unity Input System

Using the new Unity PlayerInputManager, I'm trying to create a page in the pause menu of the game where players can remove other players from the game. It's a ...
Addison Shuppy's user avatar
2 votes
1 answer
889 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, ...
AnnoyinC's user avatar
  • 198
2 votes
0 answers
108 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/...
Sienna's user avatar
  • 121
2 votes
0 answers
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 ...
TobiasW's user avatar
  • 987
2 votes
0 answers
106 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: ...
starikcetin's user avatar
  • 5,275
2 votes
0 answers
87 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 ...
zoran404's user avatar
  • 494
2 votes
0 answers
123 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....
user4680306's user avatar
2 votes
0 answers
464 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 ...
Kevin Hury's user avatar
1 vote
0 answers
152 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 ...
WithinAmnesia's user avatar
1 vote
0 answers
54 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 ...
Gus Funder's user avatar
1 vote
0 answers
52 views

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

I tried using : ...
Cei's user avatar
  • 863
1 vote
0 answers
87 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
1 vote
0 answers
608 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
1 vote
0 answers
102 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
1 vote
1 answer
72 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
  • 111
1 vote
0 answers
146 views

Jittery entity Interpolation when tick-rate exceeds framerate

In my current game implementation, our game servers send data to the clients only 10 times per second (~every 100ms). However, due to recent changes, we are now expected to change the server tick-rate ...
CodeMonkei12's user avatar
1 vote
0 answers
386 views

Client side prediction buffer size considerations for jitter

I am currently having a FPS game with client side prediction. Every 20ms, the client sends it's input to the server. The server buffers 5 ticks worth of input (100ms) and starts consuming the inputs ...
Rithesh's user avatar
  • 21
1 vote
1 answer
109 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 ...
madscijr's user avatar
1 vote
0 answers
163 views

How can I support direct P2P for mobile devices?

I'm Interested in two or more player co-op in Godot, via direct P2P without connection to a central server. I have this idea that would utilize two smartphones in proximity to one another. I don't ...
Kennichi Nitta's user avatar
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 ...
Luke Hewitt's user avatar
1 vote
0 answers
233 views

Multiplayer game server headerless (Unreal/Unity) vs Custom Maps

I've been pondering about different approaches that a multiplayer game server can be managed and programmed. For instance some of the big engines like UE4 & Unity provide a 'build' flag that can ...
Andrei's user avatar
  • 111
1 vote
0 answers
151 views

Client-side Prediction Divergence with Input Packets and Time Differences | Multiplayer FPS

I am running into a problem while implementing client-side prediction in my multiplayer FPS. I'm not entirely sure if I've completely and correctly understood the concepts. I have read the articles ...
volairs22's user avatar
1 vote
0 answers
783 views

In Unity, how to hide objects from specific cameras without using Layers

The situation is that there are multiple players that can collect items. When a player collects an item, the item will disappear from that player's screen but still be visible to other players. I know ...
ruiyl's user avatar
  • 11
1 vote
0 answers
25 views

Client projectile ignores camera Y-axis in multiplayer shooter

I'm able to spawn the bullet and make it move. But the problem is, only the host can shoot the bullet in the way the camera is facing(takes both X-axis and Y-axis correctly). The client takes only the ...
Omar Jafran's user avatar
1 vote
0 answers
433 views

Serverless Multiplayer

I wanted to make a game with a "serverless" mobile multiplayer game. The idea was to have devices connect to each other automatically when they are within range. There would be no global game state ...
Birkl's user avatar
  • 21
1 vote
1 answer
58 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 ...
M.Y. Babt's user avatar
  • 143
1 vote
0 answers
273 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 ...
Ömer Faruk Sarıışık's user avatar
1 vote
0 answers
63 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 ...
user1920703's user avatar
1 vote
0 answers
51 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 ...
Emanuele Paolini's user avatar
1 vote
0 answers
67 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: ...
RabidTunes's user avatar
1 vote
0 answers
193 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 ...
Battlesquid's user avatar
1 vote
0 answers
180 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 ...
Minebot's user avatar
  • 111
1 vote
0 answers
71 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 ...
JDoeBloke's user avatar
  • 143
1 vote
0 answers
760 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?
user avatar
1 vote
0 answers
117 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 ...
DingusKhan's user avatar
1 vote
0 answers
20 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 ...
Atticus's user avatar
  • 11
1 vote
1 answer
792 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: ...
Rupal Patel's user avatar