Questions tagged [multiplayer]

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

Filter by
Sorted by
Tagged with
0 votes
1 answer
563 views

How do I connect Unity to a server backend developed in .net core?

I'm currently running to a wall in my game development and I need now some discussion to clear my mind... In my mind I have a plan for some little online game (focused around clicking and idling), ...
Zechy's user avatar
  • 67
3 votes
2 answers
274 views

Multiplayer tile based movement collisions cause client prediction to fail

I am developing a tile-based online multiplayer game, but I am stuck. Players can move across the grid in the four cardinal directions, as can enemies, but two players/enemies cannot occupy the same ...
Qq0's user avatar
  • 133
1 vote
0 answers
220 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
818 views

How to build multiplayer games for android? [closed]

I'd like to know how to build android multiplayer games but I'm struggling to find a step-by-step or good resources on this topic. My main questions is which engine and api to use? I'd like to achieve ...
Xandy Vieira's user avatar
0 votes
1 answer
10k views

How could you use mirror in unity to network across multiple networks rather than only LAN (Port Forwarding?)

I've been working on a game for my friends and I to play during quarantine but I can't figure out or find any information on networking using mirror. Everything I see gives vague answers to even ...
JoffLobster's user avatar
0 votes
0 answers
56 views

UE4 tips how to handle Minigolf Multiplayer

Heyo! I'm doing a Minigolf multi-player game right now. What I couldn't figure out by now is how to set up the game logic of the actual game. So where to keep track of all players being in bounds, ...
Pascal Schaible's user avatar
0 votes
1 answer
349 views

Multiplayer network architecture - why do we need to verify local movements?

I'm messing around with a 2D game using UDP. I've read some books and articles on the logic of a dedicated server to clients multiplayer game and I can't wrap my head around one thing: What I've read:...
user2578216's user avatar
0 votes
1 answer
90 views

What is the best time to implement Multiplayer system?

I have been starting a new online multiplayer game project this week and as the title says - Is it better to implement the Multiplayer feature right away, or is it ok to implement it when the game ...
juanSenna's user avatar
1 vote
1 answer
4k views

In the new InputSystem of Unity, how to detect the keyboard and the mouse "as the same input device"?

I'm trying to use the PlayerInputManager of the new InputSystem (preview 7) and my keyboard and mouse are being detected as separate devices. I'm not saying that it is wrong, but it is not useful at ...
Guillem Poy's user avatar
2 votes
1 answer
3k views

Multithreaded design for a game server

I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
Java Developer's user avatar
1 vote
0 answers
143 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
0 votes
2 answers
2k views

How to load additive scenes to the master client, per player, in unity using photon?

I have already successfully created a multiplayer scene where multiple users can join, however there are some issues like unity not allowing multiple sound listeners per scene. In order to alleviate ...
EmperiumIce's user avatar
0 votes
1 answer
1k views

TCP vs. Reliable UDP? Sending Reliable Packets in Fast-paced Multiplayer Games?

I'm currently working on a networking framework for Unity3D in order to simplify making multiplayer games. I'm using UDP for any kind of synchronisation and unimportant data. My question is: how do ...
volairs22's user avatar
1 vote
0 answers
726 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
2 votes
1 answer
205 views

Find nearby users by real world location in Unity

I am looking to add a feature to my mobile game (IOS and Android) to let users connect to trade with users nearby in a certain radius based on the real world geolocation. Whats the best approach to ...
mkster's user avatar
  • 23
0 votes
1 answer
61 views

How to make it so that players can only see one specific player but not the others?

I'm developing an educational game whose main mechanics are not multiplayer-oriented. However, I would like to add a feature that allows the teacher to enter the game and all students can see him, but ...
Andres Sarmiento's user avatar
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
0 votes
0 answers
75 views

How should I cycle my game to be more scalable?

I'm trying to improve my game emulator so it can handle more users. I currently have one separate thread and execute all processing there. The cycles processes players and rooms, rooms are individual ...
Ash Ketchum's user avatar
0 votes
2 answers
1k views

Getting user id from one scene then to the next scene

I'm new to multiplayer and photon so pardon me if this question is somewhat frequent. I have successfully set up my project to start from a main menu - waiting room - actual gameplay scene. However I ...
Ho-Jeong Lee's user avatar
0 votes
0 answers
226 views

Does StreamPeerTCP guarantee received packet is same from server?

I'm making simple Godot project that works with Node.js server. To receive and send packet to Node.js server, I used StreamPeerTCP. First seems works, but after 2nd transmission from server, extract ...
modernator's user avatar
  • 1,193
0 votes
0 answers
53 views

Is It Possible To Make Matchmaking System Without Server? [duplicate]

I want to make a matchmaking system without a server, but I don't know much about matchmaking. First, let me list what I want to do: Cheating is not important in the game, so that the architecture ...
Developer505's user avatar
1 vote
1 answer
5k views

UE4 Multiplayer how to replicate Player name in lobby

I've been working on a little 1V1 snipper project to try and get a better grip on the replication and the game framework of unreal engine. So after the core gameplay, I'm trying to make a lobby ...
Carl Boisvert's user avatar
1 vote
0 answers
87 views

Which elements make some maps in multiplayer FPS games more fun than others? [closed]

I'm working on a sci-fi multiplayer FPS game, and am currently designing maps with layout influences from the 2015 Star Wars: Battlefront game and from the original Halo CE game, as those games have ...
Jodast's user avatar
  • 111
1 vote
1 answer
787 views

Does P2P Matchmaking can make an online game without any cost?

I’m planning on making an online game. I’ve used Unity (with Photon’s PUN2), but after some research, I had the idea of instead of using a server, with ccu limit and charge fees, i could make a P2P ...
Sebastián García's user avatar
2 votes
0 answers
102 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
0 votes
1 answer
426 views

MMO Client-Server Spoofing Vulnerabilities

Ive created a working authoritative client-server system using LiteNetLib for my game however im wondering if packet sniffing+modification is a real worry i should be developing for. I read some ...
DiscreteTomatoes's user avatar
0 votes
1 answer
203 views

Prevent replay attacks on multiplayer character movement

When a client first connects to the server a Diffie-Hellman key exchange occurs to securely get private encryption keys to encrypt all packets. The problem comes in: what if someone sniffing packets ...
DiscreteTomatoes's user avatar
0 votes
0 answers
399 views

Cost of Unity Local Multiplayer VS Unity Online Multiplayer

I know that making multiplayer games in Unity costs money because of the servers that are used in connecting the players. So basically its free upto 20 CCU and then it increases as per the CCU. Its ...
Sarvagna Shukla's user avatar
0 votes
1 answer
398 views

How to handle MANY enemies in networked P2P game?

Let's suppose a game of 4 players, one is the host. They will fight many enemies, along the lines of 20-40 at the time. Among other things like sending their own state to the other players (position, ...
Daahrien's user avatar
  • 324
0 votes
1 answer
61 views

Avoid players getting stuck by placing items in the same place

Let's assume a multiplayer game of two players. These two players have to place six elements at six different positions. The order or exact place does not matter. As the items are placed correctly, ...
Ben's user avatar
  • 103
0 votes
1 answer
238 views

Connecting clients with UDP and WebSocket connections

I'm in the process of making a physics intensive multiplayer game. Naturally I use a UDP to transfer packets regarding rigidbodies between client and an authoritative server. However non-essential ...
FanManPro's user avatar
  • 131
1 vote
1 answer
301 views

Kryonet - Open a server locally only

On the game I'm working on I wanted the singleplayer mode to use an integrated server to make adding more players via networking easier. The way I have it right now is I open a server and connects the ...
Dennis Björk's user avatar
2 votes
1 answer
130 views

Authenticating users without a username or password

I'm curious about what the process is for anonymously authenticating users when it comes to mobile games. There are quite a few examples out there, but the ones that immediately come to mind are Lords ...
Eric's user avatar
  • 123
1 vote
1 answer
147 views

How should I update object movement on Client in a lockstep game?

I have a game that I am implementing a lockstep system for multiplayer on an RTS game. Now the server sends update packets at a higher frequency than the clients with new data. What I'm stuck on ...
Sammi3's user avatar
  • 219
-1 votes
1 answer
25 views

unity multiplayer components not there

I just learned quite a bit about how to set up a multiplayer system in unity using it's built in scripts. However, when I try to add a network manager to an empty, the search comes up empty! also ...
Millard's user avatar
  • 500
3 votes
0 answers
182 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
4 votes
1 answer
640 views

What is the cleanest way to code predictable client/server components

Lots of classic games that I've read the source code to do things like if (clientside) // ... or the same but with ...
Water's user avatar
  • 343
2 votes
3 answers
264 views

Testing Multiplayer Browser Game on Single Computer

I am writing a multiplay browser based game and am running into an issue with playtesting simple interactions. When a browser window loses focus is stops running requestAnimationFrame calls. This ...
stats's user avatar
  • 135
6 votes
5 answers
623 views

Best strategy when player left the online multiplayer game

I have developed a online multiplayer HTML5 card game. This game can be played by four players. Now I am having this confusion on what to do when a player left the game in the middle. Possible ...
Bhushan's user avatar
  • 161
0 votes
0 answers
97 views

object position handling for multiplayer a game

I am creating a multiplayer HTML game which focuses on manipulating planet trajectories with gravity points. I am creating bunch of planets with random initial velocity and random direction and i am ...
viraj chavda's user avatar
0 votes
1 answer
144 views

Multiplayer VR art gallery using different headsets

I'm creating a VR art gallery using Unity3D (like a VR Museum Views with more freedom) and would like to have an environment where 1 or more users can gather together, communicate and move around (...
Tiago Martins Peres's user avatar
1 vote
0 answers
429 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
0 votes
0 answers
331 views

How To Display a friend list Using Play fab?

I m making a multiplayer game using playfab. One player send a friend request Second player then not display a player name?? I want the access(display) a player name??? see the referance, Code: <...
alensducks's user avatar
0 votes
1 answer
119 views

Multiplayer platformer

I'm considering building a multiplayer game having a central server handling the game and keep clients updated. I was checking various examples of ".io" games styles of implementation and seems pretty ...
Dan's user avatar
  • 3
2 votes
1 answer
736 views

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 ...
JSparks's user avatar
  • 199
2 votes
1 answer
3k views

Server game loop

I'm trying to setup a very simple multiplayer game that allows some users to join and walk around. The game is 2D and the players will have a position, the direction they are looking in (it's a top-...
Logan's user avatar
  • 25
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
1 answer
331 views

How to support more than 4 XInput controllers?

I'm making a multiplayer game in GameMaker Studio 2. The game supports upto 12 controllers, where the first four are XInput controllers. The rest would be DirectInput. If I try playing with 8 Xbox ...
Gurpreet Singh Matharoo's user avatar
1 vote
0 answers
268 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
1 answer
511 views

Dynamic Game Server Architecture

I'm trying to find a way to design a game server architecture for a real time mobile game. The design should be cost effective but still to some extend scaleable (later on). Mobile client flow: ...
user avatar

1 2
3
4 5
17