Questions tagged [multiplayer]

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

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Why am I disconnecting from Photon Chat immediately after Connecting?

Hi I am experiencing a rather weird problem wherein which I am disconnecting from Photon Chat immediately after I am connecting to it. Here is the code I am using for Photon Chat. ...
chethanv77777's user avatar
0 votes
1 answer
55 views

First Person shooter look direction abstraction for InputController, AIController and NetworkController

The problem Suppose I have a game where there are multiple Input Controllers: LocalPlayerController: Reads inputs from the keyboard/mouse/gamepad. ...
Ciberman's user avatar
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0 votes
1 answer
131 views

How do i correctly interpolate between 2 positions recieved from server?

I am trying to implement interpolation in client side. I store Vector2 position data recieved from server in a list and try to interpolate (x,y) from previous position to next position as data comes. ...
peonylast's user avatar
1 vote
2 answers
93 views

What are some ways to prevent a user from cheating by playing for a friend with a lower game skill level?

In a game with leagues for players with different skill levels, what are some ways to ensure a player can't get a higher-skill level friend to play for them? Want to maintain a good gaming experience ...
Guest's user avatar
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3 votes
1 answer
182 views

How to protoype a multiplayer game whose fun comes from having lots of features

I've seen plenty of testimonies that to make a good game and not waste time, one should prototype early, quickly see if the core is fun as is, and not focus on graphics, menus, sound, secondary ...
LogicalKip's user avatar
1 vote
1 answer
343 views

Rollback netcode: how to avoid teleportation?

I've currently implemented rollback netcode with a central, authoritative server (wooh!). I'm running into issues where if players have zero input delay, the other players see them "teleport"...
sailormoon's user avatar
1 vote
0 answers
129 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
3 votes
1 answer
254 views

Multiplayer RPG allowing offline solo play using server signed replays - how can you cheat?

What exploits does my system allow for that I can't solve or did not account for? I'm researching on a design for multiplayer RPG that can safely allow players to have their character files and play ...
No Thanks's user avatar
3 votes
2 answers
656 views

Why do multiplayer games often use custom physics implementations?

Big game engines all have a physics engine whose job is to resolve forces, collisions and constraints efficiently. I think the majority of modern games use a physics engine to some extent. ...
mbnul's user avatar
  • 31
2 votes
0 answers
88 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
0 votes
1 answer
437 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 '...
Iyaad Saley's user avatar
0 votes
1 answer
72 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 ...
unstoppable gaming's user avatar
0 votes
0 answers
42 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 ...
hagier's user avatar
  • 101
1 vote
3 answers
586 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 ...
user406126's user avatar
0 votes
0 answers
160 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. ...
Big Daddy's user avatar
0 votes
1 answer
510 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 ...
TheOratog's user avatar
1 vote
1 answer
641 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 ...
Dirk's user avatar
  • 11
0 votes
0 answers
102 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) ...
user115675's user avatar
2 votes
0 answers
61 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
1 vote
1 answer
440 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 ...
Kaushal28's user avatar
  • 111
1 vote
0 answers
335 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
2 votes
0 answers
744 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
0 votes
1 answer
3k views

Mirror Create Player From Client and Change Scene

I'm very new to Mirror in Unity but I have a lot of experience in Network-programing. I'm currently trying to create a Game, where the Player's data is stored on the client, and can join different ...
Jonas Re's user avatar
0 votes
0 answers
815 views

What's the better approach, running multiple server-builds on one instance or running one server-build and managing matches in different rooms?

We are building a racing multiplayer game using Mirror and Unity and we've been able to successfully run the authoritative server on AWS-Gamelift and Playfab so far. Both providers are with the ...
waleed's user avatar
  • 101
0 votes
1 answer
909 views

Looking for a game engine to make a game like "Ikariam" or "Ogame" [closed]

I'm an IT student and currently in my spare time I want to start a project. I would like to make a game that resembles a browser games like "Ikariam" or "OGame". I don't want this ...
kobas's user avatar
  • 3
0 votes
0 answers
51 views

Servers do not remove spawned prefab after disconnection

I built a multiplayer game with the Unity UNET. For doing this I bought a VPS server. Everything works fine. But sometimes when players want to quit the game, the servers do not destroy him from the ...
iman_sh's user avatar
  • 175
0 votes
1 answer
569 views

Sever-side physics simulation and client 'inputs' send rate in a fast multiplayer game

I am building a very tiny first-person multiplayer game. I'm just aiming to get the basic rights: client-side prediction and reconciliation + entity interpolation. I have read many articles on these ...
user115675's user avatar
1 vote
1 answer
243 views

Networking to make a single player RPG into multiplayer

I’ve written a few games in Xcode before and would like to turn one into the simplest possible 2D top-down RPG multiplayer game. Essentially just needing movements around a big tiled map (I love ...
Donny7's user avatar
  • 11
1 vote
1 answer
142 views

Multithreaded callback

I'm making a multiplayer game where players fight in vehicles, and I am doubting my server architecture. As it will be physics, network and AI intensive I would like to split these 3 topics into their ...
AnnoyinC's user avatar
  • 198
0 votes
0 answers
83 views

(web game) text-based combat system shows progress to client instead of give a report at the end

I am developing a text-based multiplayer-RPG using React and dotNet core. The fight logic is handled on server side. Basically what fight() does is: a while loop ...
nkforce's user avatar
0 votes
1 answer
440 views

Moving non-local player from local player with Mirror Networking

i am using mirror networking which is based on UNet. I can move non local objects easly by assigning their authority to the local player and move them, but i can't assign/remove authority for other ...
Çağatay IŞIK's user avatar
0 votes
0 answers
58 views

Advices on multiplayer implementation

I am developing a top down shooter and my singleplayer is pratically finished so now I want to move on to develop multiplayer but I have some questions and I am seeking for some advices. In my game a ...
Fábio Pires's user avatar
0 votes
1 answer
674 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 ...
Wolfizzy's user avatar
  • 103
1 vote
1 answer
106 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
1 answer
354 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 ...
Mathieu Landry's user avatar
0 votes
1 answer
275 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 ...
user13734955's user avatar
0 votes
1 answer
744 views

How to Sync the Location After Getting Up from Ragdoll?

I am currently working on multiplayer fighting game and my game will have an anim->ragdoll when the player is knocked out and be able to getting up from it. My problem now is ragdoll is making my ...
Mira's user avatar
  • 139
0 votes
2 answers
121 views

How does faction work in a Multiplayer game?

I'm trying to work out how Factions would work in any Standard MMO If the player is hostile with a faction, then the NPC's of that faction would attack on sight. If the player is neutral> with a ...
jaym's user avatar
  • 1
0 votes
0 answers
182 views

Should I send the entries using a tickrate? Netcode Authoritative Server

I am developing a 2D platform and shooting video game in Unity 2D with authoritative logic / physics on the server (The physics server is also developed in Unity to be able to use the box2D library on ...
coantia's user avatar
  • 47
0 votes
2 answers
240 views

Can I mod Among Us mobile so people don't get kicked because of network problems, and how? [closed]

I want to make a mod for Among Us which will allow people to stay in game despite short-lived connection problems (as opposed to being kicked after 1 second of network issues).
Dorijan Cirkveni's user avatar
0 votes
1 answer
1k views

How to scale our multiplayer support, similar to Among Us

We are a small team with the goal of creating our first multiplayer game, and we want to support multiplayer that can rapidly scale up as Among Us has successfully done. We don't have a huge budget ...
qckmini6's user avatar
3 votes
1 answer
3k views

How to develop both a client and headless server together in Unity

I'm making a multiplayer 2d shooter platformer in unity. And after studying the different options to program an authoritarian server and with the great help that many of you have already provided me ...
coantia's user avatar
  • 47
0 votes
0 answers
128 views

Box2d on authoritative server for Unity client

I'm creating a multiplayer platform and shooting game in unity, using unity2d's own physics system (box2d). But the truth is that I am quite lost in the creation of an authoritative server in c ++. I ...
coantia's user avatar
  • 47
0 votes
1 answer
60 views

Online multiplayer. Provoke lagged move on local player

I am developing an online multiplayer 2D videogame with Unity as a client and a server programmed in c ++. I do the synchronization of movement through an interpolation so that the movement is ...
coantia's user avatar
  • 47
0 votes
2 answers
1k 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 ...
SomeDude's user avatar
2 votes
1 answer
697 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
0 votes
0 answers
505 views

Game server multiplayer architecture

I'm planning to build a big browser multiplayer game with gameplay very similar to agar.io but rpg. Game will be containing rooms as It's done in agar.io. 50-100 players max per room. Realtime. 10ms ...
artem baltser's user avatar
1 vote
0 answers
150 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
0 votes
1 answer
4k views

Difference between [P2P] Relay Servers and Dedicated Game Servers?

I came across this unity Unity conference video on buillding multiplayer games https://www.youtube.com/watch?v=CuQF7hXlVyk Form, this image we can see there are 3 P2P methods and 1 Direct client ...
youhsia'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

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