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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36 views

Unity 3D mirror, sync player spawn name

I am using Mirror for doing my little multi-player car racing project which I want to rename the game object automatically after the NetworkManager auto create the game object. Here is my ...
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Unity project not communicating with my iPhone 11?

Connecting to my iPhone 11 with a cool FaceTracking project called FaceCapOSCReceiverExample https://github.com/hizzlehoff/FaceCapOSCReceiverExample works excellent on my laptop, but not on my PC (...
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How to deal with race conditions on a game server between network and physics update loops?

I am new to game networking. In various articles on the internet, I found that there are usually two loops on the server: one for physics updates and the other for sending snapshots to the client (...
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25 views

Synchronize running code over the network Unity

I want my code to run/perform the same on different Unity clients. I don't know if this is hard to achieve. Here hare my problems: The enemies movement: I have a pathfinding that should always give ...
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2answers
36 views

Multiple small UDP packets vs One big constant UPD packet

I'm making a MMO Bullet Hell game on Game Maker Studio 2 with a node.js server and I'm already able to receive and send information through UDP connections. I NEED to keep the server as fast as ...
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47 views

Move enemies over the network without sending their positions

I am trying to move enemies on two clients without sharing their positions. I use this: startingPosition + GetRandomDir() * Random.Range(1f, 10f) To have the same ...
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26 views

Synch clocks between client and server in Java

We're developing a simple boggle game in Java for a college project (purely academic purposes, so we're trying to keep it simple). Our application is composed by a client portion and a server portion. ...
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Trying to find a solution for instant knockback in multiplayer game

I'm making a server-authoritative fast-paced multiplayer game. I'm trying to implement wack-hammers, they are a melee weapon that knocks close players, in other words, that sets their velocity to <...
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1answer
53 views

POST HttpRequest doesn't send any data

I've some trouble for sending a post request to my nodejs server. I can receive data from the server with GET method, but when I try to send data with POST, I've an empty bracket on return on this ...
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1answer
216 views

Architecture for scaling a large 2D MMORPG world vs player load

I want to make 2D MMORPG in a post-apocalyptic world. I would like to make the game world seamless and big, with big battles for the players. Something similar is in Eve Online (in 3D), but I do not ...
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Synchronizing clients

I have a server-client setup where each client has a number of screens attached, and the screens together form the display. As such, the visuals displayed by each client needs to be roughly in sync. ...
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23 views

How to annotate a BinaryFormatter packet with a header describing its length?

I am working on a project that is sending data from pc to tablet via usb, using android adb. To serialize the data, we are using BinaryFormatter. The problem I'm running into is that the client is ...
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24 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 ...
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1answer
119 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, ...
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46 views

How to get good movement synchronization in a networked game (action/shooter)

I've spent the last two days trying to get good movement interpolation with Photon in Unity but I can't get anything that I'm happy with. I've tried several methods but none satisfied me. My ...
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18 views

Send post request with content type

I used a php server to communicate with my unity application . I want to send post data with content type so that my php server can use the approriate variable for the content type , for example if i ...
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78 views

Unity3D: Download multiple files and implement a callback

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1answer
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How does a client thats connecting get all the already connected clients

So I'm currently developing my own protocol on top of the already existing protocol, TCP. This is what I'm thinking.. When the client connects, it's going to send a packet to the server with the ...
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47 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 ...
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350 views

How do I set up a dedicated server for my multiplayer Unity game?

I've made a multiplayer game with Unity and Mirror networking, and it all works perfectly when just running it on my own computer. However, I am trying to host on a dedicated server so that I can put ...
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Netty: Disconnect client from server keeps reconnecting automatically

I have a game that connects to a server using the Netty API. Everything works correctly it seems when I click 'Login'; it will connect to server. However i've added an ingame button 'Back To Lobby'. ...
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1answer
61 views

Serializing game information over TCP connection

I'm trying to write a Unity client with C++ game server with TCP socket. When I'm sending game data back and forth with client and server, I'd want to serialize it in someway that can be deserialized ...
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32 views

How to make my multiplayer Air Hockey better?

I've made simple multiplayer web game but don't like how it works. Here's a video example (captured at 85 avg ping) showing what I have. What I used: Super naive client prediction - called so because ...
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54 views

do i need a deterministic game engine for ball physics multiplayer game?

I want to create a simple soccer game but where the ball physics is accurately rendered across the network. I looked at Photon's Quantum engine and it is too expensive for indie devs at 1k/month for ...
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1answer
341 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 ...
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87 views

How does a server receive every player input with a server-authoritative structure?

I've been having a lot of trouble understanding networking in fast-paced games. A server has a fixed tickrate, and the server receives input from clients at a fixed rate as well. Let's assume that a ...
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2answers
463 views

What is transmitted over the network during multiplayer first person shooter games?

In games like Half-Life 2, Team Fortress 2 etc, when you play against other players online, your local game communicates with a game server. If you've built one of these games, what sort of ...
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Electing a host with WEBRTC

This is similar to Host Migration (P2P) with RTMFP and AS3 I have a webRTC chat room, initially used Twilio and switching to skyway, the situation is that I have a bunch of peers with data broadcast ...
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1answer
95 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), ...
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14 views

Smoke-Testing (BVT) for libgdx games?

I'm wondering how to test my client server game or how to test games in general. Currently I'm able to run unit tests using https://github.com/TomGrill/gdx-testing but I thing most of the critical ...
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22 views

Can problems arise in client-server network games due to the permanent sending of messages?

I'm my Client-Server-based game I'm using the following stack: libGDX (Engine) Ashley (ECS) KryoNet (Networking) Box2D (Physics) Server =========> Client I've got a Box2DSyncSendingSystem on ...
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1answer
141 views

How do I get an unique hardware id with gdscript?

Using Godot Engine, I'm trying to implement digital rights management (DRM) using an uuid, and I want to get the user's MAC address. Is there an easy way to do this with gdscript? On Linux, I could ...
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2answers
69 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 ...
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637 views

“The server isn't currently responsive” error when trying to log into Unity Hub

I had reinstalled Unity and Unity Hub to fix package manager error, and when I try to log into Unity Hub after it installs, i get the following error "The server is currently unresponsive" I tried ...
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1answer
218 views

Game networking , server send rate

I've been writing some server code recently and I ran into a bottleneck. If a server is capable of sending data at 60hz, with 1 client it would send data to that client at 60z, with 2 clients this ...
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67 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 ...
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16 views

Why do built versions of my multiplayer game act different than the version I run in the editor? (Unity / Mirror)

When loading saved data from a client's PC, it act's different to how my game, running in the editor works. Saved data is only being loaded on the version being played in the editor. Without any ...
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0answers
24 views

Why does every client that joins my server use my save data when loading their character stats? Unity / Mirror

I'm working on a dungeons and dragons first person game and I've been finishing up the character creation section. I've gotten to the point that you can choose your character's stats / ability scores ...
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0answers
40 views

C# - Network flooding

I just created a simple MMO in unity3d, then me and my friends test it via LAN and the result is very smooth. But when I hosted it in public (100ms ping) the server became unresponsive and causes ...
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0answers
324 views

Unity Mirror Network Transform not working

I am having an issue with Mirror's network transform component in unity. Players cannot see each other move, and in the inspector window only the host's player moves (this is not updated to the ...
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0answers
79 views

C# UDP Multiplayer Networking - issue with choppiness and consistency

I know I've done this incorrectly, but I don't know what the right way is. Right now I have two clients that connect to a server. Each tick the players send a packet of information containing their ...
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1answer
2k 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 ...
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25 views

How come i get an error when connecting a second client to my game?

How come I get the following error message when I connect a second client to my game? Trying to send command for object without authority. RandomizePosition.CmdMoveToClick UnityEngine.Debug:...
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1answer
57 views

keeping clients up to date with server state in an mmo-like game [duplicate]

I'm making an online RPG that could classify as an MMO, but I'm keeping the project scope very small by making the game's systems simple, and focusing mostly on what I want to learn: real-time ...
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162 views

How to design the server-client architecture of a turn based multiplayer game?

I know the basics of networking (how to use tcp/udp sockets, http requests, ftp, the layers and all that stuff). However, I have no idea how I should go about structuring a multiplayer game more ...
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1answer
72 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:...
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43 views

Fixed timestep, how to determine how far back other clients are simulated

I'm working on networking code for a social MMO (very low-intensity compared to an FPS) and have a question about fixed timestep. This answer does a good job of explaining the forward-dating part of ...
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76 views

Which is the best network solution for MMORPG?

we are developing a mmorpg with a small team. There are 2 structures we can create on the server side for managing clients and processing packages. I wonder what structure is better. I would be very ...
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25 views

What design choice should I follow for client-server communication?

My game server currently launches a thread for each connected client, and handles all data exchange through that socket in a server-blocks-until-client-requests fashion. The problem derives from the ...
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1answer
51 views

What is online presence? (Is it the same as gameplay?)

I was reading the Fortnite 2018 outage postmortem, and it mentions it uses XMPP for online presence. Im not sure if this means gameplay or more generally, the presence of Fortnite online, like its ...

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