Questions tagged [multiplayer]

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

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Server reconciliation for multiplayer games

Reading the usual resources on multiplayer games (1, 2, 3); I have started working on my own multiplayer game. I used a naïve approach that for every input I receive from a client, I immediately run ...
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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. ...
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1answer
834 views

Unity multiplayer with custom server - interpolation jumping

I've built a Server / Client environment for my Unity game which is pretty simple. It is written in C# with asynchronous sockets. To keep it simple, the player sends his input data and the server ...
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0answers
315 views

How can I deal with different states in a multiplayer game?

I'm currently just making a concept for a MMORPG-like (much less massive) game, in which the player can do all the usual stuff (farming, talk to NPCs, accept quests, kill monsters etc.). An important ...
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1answer
339 views

Interpolation Jitter

I am trying to interpolate players in a multiplayer game like so: ...
4
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0answers
141 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....
2
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1answer
875 views

How to solve “server lag” problems that break the game

How do real-time multiplayer games deal with latency problems (or “server lag”)? Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
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1answer
2k views

Turn a single player game into multiplayer game

hobbyist / indie dev here and I was wondering about network programming and making a game capable of multiplayer. So basically I just haven't touched on network programming yet and really don't know ...
7
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1answer
4k views

How to Send Voice over Unity Networking - UNET

I am able to Record and Run Audio from my Microphone using this code snippet: ...
13
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3answers
382 views

P2P network hiding positions?

I have been working on a P2P architecture for secure gaming and I have divided the problem into five sub-problems: Unlawful modification of sent game state Accurately drop cheaters Agreeing on a game ...
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1answer
770 views

Multiplayer networking and understanding snapshots between client and server

Please note: Although this question involves a link to the Source Engine, its really a generic question about client-server interactions in multi-player games, and I think can be answered by anyone ...
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1answer
2k views

FPS Player Camera Rotation using Touch

I am developing an FPS Offline Multiplayer Game. In my game the player rotates using mouse input. I want to rotate using Touch input.Touch to Swipe screen and player can rotate or Camera will be ...
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2answers
1k views

Player Movement in direction of camera facing

I developing FPS multiplayer game. I have my Player Camera that rotate Around the Player. Player can touch the screen and rotate the camera using swipe. My Problem is when the camera facing is ...
2
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2answers
633 views

What to replicate in a PvP online action game?

We're developing a 2D PvP online action game. You can think of it like Super Smash Bros. We have a function call tree for characters like below: ...
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3answers
146 views

Most efficient way to determine if an entity is in a player's field of vision?

So I'm creating a real time multiplayer game.. and I only want entity data to be sent to a user if it's in their field of vision + a little more. (It's third person so it would be a giant box around a ...
2
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0answers
676 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 ...
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0answers
379 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 ...
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1answer
252 views

Qt based C++ game structure : which class types to use here, and how to correctly structure the relationship between these objects

I am writing a C++ game using Qt. As this is the first time, I am trying to understand how the structure should be. I have two objects derived from the type QGraphicsRectItem which appear as boxes on ...
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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 ...
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3answers
441 views

Unity FPS Offline Multiplayer (MultiLan) Player Animation

I am creating an FPS game in local multiplayer. One player creates the hot-spot game, and the other one connects through WiFi network and plays the game. And i am doing this using unity MultiLan ...
0
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1answer
178 views

How to share some elements of array with different players on Photon in the same Room? Unity3d

I want to assign cards to different players in the room. I've a Class "Cards" that contains an array of 52 cards like this: "2_of_spades","3_of_spades"....... and so on. All i want is to assign random ...
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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 ...
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2answers
345 views

Anti-cheat: How secure is the client?

Let's say, theoretically, that I'm developing a first person shooter with, of course, a map with things like walls. In the client code, the player is obviously halted upon collision with these wall ...
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1answer
157 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 ...
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0answers
331 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 ...
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0answers
745 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 ...
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2answers
212 views

Where should multiplayer games start? Client or server? [closed]

I'm starting to make a small multiplayer game, and even though I have experience with games and networking, there's just one thing that keep me from making this. The question is: When starting a ...
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0answers
358 views

How to access network player from internet

I just followed a guide about basic UNet tut Here, Its spawning network car player which can be controlled by local player. I can make or join server through Network Manager HUD which is provide by ...
3
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1answer
543 views

How Do You Handle Timed Events In Prediction/Reconciliation Client Model?

I'm currently designing and implementing a multiplayer game server for a fairly basic 2D tile game (somewhat similar to old Zelda games like LttP). The PvP aspect of this game involves fast paced ...
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0answers
525 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 [...
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0answers
176 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. [...
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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 ...
2
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2answers
151 views

Balancing players between air/land fields in a PvP match

Background: In my game there are two teams per PvP match, and those two teams are further divided into air/land fields. Each team has 12 players on the ground and 6 patrolling the sky. The goal of ...
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2answers
615 views

Unity / NodeJS Projectile synchronization

I am working on a MOBA game similar to League of Legends. I am building the game server system in NodeJS/Socket.IO but I'm running into issues on figuring out the best way to handle projectiles (aka ...
0
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1answer
1k views

Best way to connect multiplayer users with each other (matchmaking) on a low powered server?

OK so I am using unity to make a multiplayer game, but I'm not sure how to connect players with each other over the internet. Unlike other questions, this isn't a general problem of working out how ...
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2answers
365 views

Libgdx Application terminate in an unusual way

I am developing simple multiplayer game using libgdx and box2D. And Im getting error below. ...
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1answer
201 views

How to design Client-server hybrid hit detection with projectile weapons?

Hybrid hit detection here refers to a architecture where client sends a hit claim to server and server verifies it with a tolerable error limit to confirm the hit or deny it. This technique may work ...
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2answers
270 views

How should I handle MMO Enemies

I have some NPCS protecting a treasure room in a friendly building. But if the player comes close they turn hostile. I don't know if the NPCS should attack everyone when triggered or only attack the ...
0
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1answer
511 views

How to stop a host from the client script?

I am developing a two player multiplayer game. Since its only two players, I don't want to keep my connection open if a player disconnects. Now this works well from the host side, through usage of <...
1
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1answer
65 views

How to handle edge cases for a cell divided multiplayer world?

The most common practice that I read about for overcoming floating point precision in video games with large worlds is by dividing the world into cells and load it with player's position and shift ...
0
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1answer
986 views

How to sync a LineRenderer in a multiplayer game?

After a lot of searching online, I have come here as a last resort for my problem. The question says it all. How to sync a LineRenderer? One answer I found was to use a ClientRpc. I tried it with no ...
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1answer
3k views

What exactly is a lobby in technical terms?

I've searched afar in google but it seems to have different technical meaning for different games and game engines. what I know is a lobby is a space where people come together and then when certain ...
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1answer
35 views

Interpolation UNITY taking longer than expected

I'm trying to do multiplayer interpolations with the lidgren network (UDP) but the interpolation is taking longer than expected and the message queue is getting full. It's been a week and I still can'...
4
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1answer
122 views

Unity-Sharing values between functions invoked by buttons and the rest of the script [closed]

Ok so, here is the problem. I am doing a multiplayer 2D game using UNET. I have a script that kind of helps a player select an avatar to play with. The avatars are listed as a scrollview of buttons. ...
3
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1answer
462 views

Clientside interpolation - update rate fixed to client framerate

I am trying to implement client side prediction as in this article http://www.gabrielgambetta.com/fpm2.html Currently I'm doing it like this: the game runs at 60 FPS. 60 times per frame I check if an ...
1
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1answer
127 views

How to open auto detect LAN connections?

After sucessfully creating my first online multiplayer with servers and clients in UDP, I am wondering how LAN connections works. As it is right now, I need to open a server and forward the ports for ...
1
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1answer
126 views

How to prevent clients from stuttering while keeping the game in sync in multiplayer Pong?

I wrote Pong in multiplayer. The clients all run their own game, but I have an authoritative server which enforces its ball position onto the clients. The game is in sync and playable, however, there ...
2
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2answers
158 views

How to confirm an actor location in a realtime multiplayer game at the exact same time on two devices?

I am trying to figure out how to make a game like Pong in multiplayer. I have two devices that run the same simulation. Now I want to make sure that each of them start at the exact same time and send ...
0
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1answer
398 views

Recommended polycount for a MMORPG character

"How much polygons is too many for a MMORPG character?" I did some research and found a few discussions about the matter. But the answers I found was mostly "Polygons has nothing to do with ...
0
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1answer
1k views

Unity3D: Photon syncing physics events

I'm making a billiard game and I wanna implement multiplayer in it. Since updating the movement in every frame is inefficient and laggy, I thought I could remake the events in game happen in all ...