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Questions tagged [networking]

Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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18 views

Is it possible to connect an external source machine to Live Link?

I would like to be able to connect multiple external machines to Unreal Engine via Live Link in order to stream solved motion capture from one of the Vicon run-time solvers/retargeter (i.e. Pegasus). ...
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1answer
31 views

Unity Networked gaming 2019… What happened to NetworkBehaviour, OnServerStart() etc

After a long break, I am now trying to learn some basics in networked gaming in Unity. I've installed the latest beta client (because I want to ultimately make a network multiplayer game but it will ...
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1answer
27 views

Inputs in realtime multiplayer game

I'm using a structure, where client sends his inputs every 20ms in one packet and server parses his inputs every update(20ms aswell). I've got a problem, since player can send me more than one inputs ...
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0answers
48 views

Making a Asteroids game two player

I have a game - Asteroids - that is currently only a single player game. What I want to do is to have 2 players be able to play at the same time by competing in how many Asteroids they can shoot. ...
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0answers
21 views

Only host can spawn object

I am currently making a multiplayer game however only the host has the capability to spawn projectiles. ...
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2answers
66 views

When to stop taking items from ever-growing queue and start processing them?

I am developing a fast-paced multiplayer shooting game and following instructions from this source http://www.gabrielgambetta.com/entity-interpolation.html. In the article it says that: several ...
2
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1answer
71 views

RTS game: How to handle disconnects in a fully connected peer to peer architecture?

I'm currently working on a game in which I am considering implementing a networking architecture as described in this article: http://www.gamasutra.com/view/feature/131503/...
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0answers
9 views

Photon-Unity Instantiation not working

I use Unity and Photon for the multiplayer. I Instantiate my gameObjects using this method : ...
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0answers
23 views

client state interpolation with authoritative game server

I am making a simple 2d real-time browser online game with an authoritative server (like any other .io game). I receive game state snapshots roughly every 50 (40 - ...
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1answer
51 views

Unity3d UnityWebRequest EscapeURL standard does not match Swift url encoding. How to decode it?

How should I decode escaped URL by unity in Swift? I am developing a game with Unity3d. Something MMORPG. With server implemented by me in Swift under ...
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1answer
66 views

Handling bad network clients using socket.io

Currently I'm working on a MMO game which players can join and exit game whenever they want. I have a connection manager server (CMS) written in golang using socket io library. World connects to CMS ...
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1answer
86 views

MMO sending player position to other players

When it comes to sending data to a player in MMOs, is this what the server is basically doing? (pseudo code) ...
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1answer
22 views

Synchronized non-local CharacterController's velocity is stuck at the last movement in Unity3D

I have CharacterControllers as players in my multiplayer scene, and they got NetworkTransforms attached, with ...
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0answers
43 views

How to make an authoritative multiplayer game deterministic for all clients? [closed]

I'm starting to create a multiplayer online game, with an authoritative server. As it is, the clients send inputs to the server which do the simulation and then send back to clients the updated state. ...
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1answer
116 views

How to let players connect over the internet via TCP?

We are making a 2 player game, using a Client/Server architecture and need a way to connect over the internet. Connecting in the same network is no problem and works flawlessly. Will it be a lot of ...
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0answers
55 views

what is the sequence in using the “send” and “read” commands on the game client and server? boost asio

I have a voxel game in which you can run on blocks (chunks), jump and set/delete blocks. I want to write an asynchronous TCP server for it and choose boost asio as the network library. I have two ...
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0answers
24 views

Unity: [Command] not invoked by client on server after reconnect

f anyone would know of a cause: I implemented a networked console window that that correctly communicates with the server... the first time it connects. If I close the client, then reconnect again ...
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0answers
45 views

How to organize data transfer between the client and the game server?

I have a game like minecraft, I can run, set and delete blocks. The world consists of a limited set of chunks. I want to write a server for it with the help of a library called boost asio. I need help ...
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0answers
33 views

Peer to peer networking architecture: one or two sockets

I am programming a 2 players snake game and I want it to be playable through the internet. I don't think a client-server model would be good here because the only information needed between the 2 ...
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0answers
52 views

Multiplayer Card Game using Photon Unity Networking

I'm making a card game using photon and an important issue i am facing is getting reference of other player objects that are instantiated on the network.The Card game allows players to swap cards with ...
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0answers
13 views

Beat Saber Editor Song List

I've installed BeatSaberEditor on my gaming computer, which works fine. I also have a development computer on the same network. I mapped a drive to the source files for the custom songs on my ...
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0answers
34 views

Keeping simulations in sync over long periods of time

I'm working on a multiplayer game which involves a huge amount of predictable AI enemies, and a few other players. The enemies are the most important to be accurate, because the game involves pixel ...
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1answer
37 views

Optimally syncing AI movement over network

I have a server with a NavMesh component that moves a bunch of NavMeshAgents in the scene and I want to sync their movement to connected clients. I'm expecting a huge amount of AI controlled ...
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1answer
39 views

NodeJS client gameloop running slightly faster than server gameloop

So I'm working on a real time multiplayer game in NodeJs (Client and Server). Both loops handle the same "physics" (movement at a constant rate) and both are running at 40hz or 40 times per second. I ...
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0answers
25 views

How to implement a network proximity checker in Unity using LLAPI?

I'm trying to implement a network proximity checker using my own functions in Unity, using LLAPI. How can I implemnet a network proximity checker, with similar functionalities than the ones in the ...
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1answer
25 views

How to give and remove authority of an object between multiple clients (Or how to let the client controller push a rigidbody)

I'm doing a cooperation FPS game in which players can push big rigidbody cubes with their rigidbody characters (the one from the standard assets). The problem is that the player hosting the game has ...
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1answer
47 views

How do you build a matchmaking service for an iOS turn-based board game?

I want to build a board game that matches players with similar skill levels against each other. Take for example a chess iOS app. Log in, and the game pairs you up against someone with a similar elo ...
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0answers
26 views

Authenticate player on backend server with google login

I would like to create a mobile game which communicates with my own backend server. For authentication I want to use google Sign-in(https://developers.google.com/identity/sign-in/android/backend-auth)...
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1answer
91 views

Will TCP really affects UDP if used in different context?

I have read some questions about using both TCP and UDP in multiplayer game, such as Does it make sense to use both TCP and UDP at once? and Is UDP still better than TCP for data-heavy realtime games?....
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0answers
83 views

What are the advantages and disadvantages of UPnP for my game?

I'm currently developing a multiplayer game in Java. Current architecture looks like that the players can host a server by themselfs. How ever they would to have manually open specific ports on there ...
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1answer
32 views

Designing client-server to mitigate hosting advantage?

My game will be client-server, and I'd like to prevent the hosting player from enjoying the usual benefits you'd associate with playing on a server. For example, the advantage of the server running ...
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2answers
153 views

Is it secure to use UDP socket for a game server?

I'm working on a multiplayer android game with Unity. For server side I use python. There is no login system or username. Basically, there is a matchmaking system and rooms. I send json object which ...
0
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1answer
94 views

clock synchronization

Is there something I'm not seeing or there is a flow in this algorithm(which everyone is referring to) http://www.mine-control.com/zack/timesync/timesync.html Assumption 1: When I say a is ...
0
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1answer
114 views

RTS Style Game With Client-Side Prediction

So, I am currently working on an RTS-like multiplayer game. Units are not controllable by players (they attack-move to a location automatically). I decided not to go full lockstep but instead do a ...
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1answer
366 views

Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

I want to create a turn base multiplayer game where each player simultaneously takes his/her actions, and ends the turn. Both will see what the other player did afterwards and the next round begins. ...
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1answer
45 views

Compensate for animation time in multiplayer network game

I'm developing a multiplayer turn-based card game. In certain scenarios, the clients are required to perform an animation before moving on with the game. For example, the server informs the clients to ...
0
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1answer
51 views

processing request in order on game server

I am creating a simple multiplayer puzzle game in which multiple players can join a lobby and compete with each other. the player that submits the answer first gets the highest point, the player that ...
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0answers
50 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 ...
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2answers
73 views

Character appearance synchronization in open world multiplayer game

I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
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1answer
83 views

Network limitation in multiplayer game

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
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0answers
30 views

Networking User Interface Buttons (build queue items)

I am creating a RTS with Unity/C#, and have noticed a problem synchronising build queues. Is there an ideal solution to handle button prediction? I think I may have overengineered the solution... ...
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1answer
50 views

How do I determine how far to move an object in the client when using client-prediction?

I have a game server which, for testing purposes, is updating once per second, or 1hz so I can correctly implement client-side prediction. Everything is running locally at the moment so there is no ...
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0answers
27 views

Duplicate packets and termination of packets in multiplayer game

I'm making a multiplayer game (lazertag) with real hardware. After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data. Because of how unreliable UDP is and because ...
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1answer
165 views

Is RPC Safe and what is security layer of RPC?

We're creating a MMO and I wonder is RPC safe or not ? Isn't RPC easily hackable by injecting to client and what is the security layer of RPC on Unreal Engine ? For example; a player is walking and ...
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0answers
18 views

Handling game message packet loss at low speed and at a microcontroller level

I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
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2answers
125 views

How ID's work in FPS games

I am wondering how games generate IDs/GUIDs for their entities (along these lines), and which entities specifically get them. To narrow the scope of the question down, I am just focusing on FPS games ...
0
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1answer
189 views

Lag Compensation in a Real-Time Game

I have been trying to implement some lag compensation techniques for a real-time game, I've found some good resources online, but I don't think I fully understand the server-side part of the problem. ...
0
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0answers
161 views

How should a game server receive/send udp packets with a defined tick rate?

I currently have a game server with a customizable tick rate, but for this example let's suggest that the server is only going to tick once per second or 1hz. I'm wondering what's the best way to ...
0
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1answer
215 views

Why do games use tick rates in their networking and servers instead of an event system?

Why do most games limit themselves with a tick rate in their networking? Isn't it better to make something like an even system where for example client A does something then the client sends related ...
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0answers
35 views

Unity LLAPI Connection Problems: NAT/Routers?

I have created a bespoke networking system using Unity's LLAPI. It works fine on the same machine, and sometimes works even to direct connect across the internet! The problem however, is that it ...