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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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How To Deal With Time for Entity Interpolation for Multiplayer Games

I am currently trying to make a simple multiplayer game but had a little bit of trouble implementing client-side entity interpolation for entity movement. For some context, I am aiming to make a ...
SquishyGrape's user avatar
1 vote
0 answers
36 views

How can I efficiently make a delta snapshot that accounts for entities/components that have been added/removed?

In reference to the snapshot and delta compression approach popularized by Quake 3, but with ECS. Understand the delta should only contain changes — makes sense. However, if a snapshot delta no longer ...
Adrian's user avatar
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1 answer
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Trouble with NetworkDriver.Create in Unity Networking

I'm encountering an issue while using the NetworkDriver.Create method in Unity Networking and I could use some assistance. Here's the code snippet where I'm facing ...
Navid's user avatar
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How to update a component field for a single player for all player views?

I'm making a 2 player game in which, when 2 players are in a room, they "toss a coin" to decide which of the two player "skins" they get. Now, the way I built the player "...
Kaiannae's user avatar
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1 answer
62 views

How to Prevent Fake Packets?

I am new to networking. I am currently using C# TCP/UDP for my multiplayer Unity game. I send player movement by sending a packet with a header containing clientid assigned by the server to the client....
EndermanPVP HK's user avatar
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20 views

Unsure why my transform are not syncing

I am using this Kinematic Character Control package I setup some Character Controls and all looks like it works fine in local. I am trying to setup some basic Networking. I installed Network for ...
Crocsx's user avatar
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Client side not getting called on Network object. Netcode for gameobjects

I am trying to get a menu system going for my game. At the moment most of it works. I have been working with the relay system where it gives you a code you input and connect to a hosted server. The ...
WestMansionHero's user avatar
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0 answers
57 views

How do I obtain an accurate measure of latency/ping?

I'm writing some C++ on a Windows system to extract latency from Win32 API so that I can make a ubiquitous ping/latency overlay for windows/DX apps, but the values I receive from Windows do not ...
Zeluok's user avatar
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2 answers
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Networking for Complex AI movement

The enemies in my game are underpinned with a FSM with the motion planning handled by vector steering behaviors, in short - It just calculates a new vector based on obstacles/other objects around it. ...
SheerKahn's user avatar
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1 vote
0 answers
61 views

When to use the same class for both client and server versions of an object, vs. when they should differ

I am learning about networking for game development and need some insight. My knowledge of Unreal Engine is that it uses RPCs and replicated variables for actors. I also know that Unity has Networked ...
Gus Funder's user avatar
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1 answer
105 views

Unity Mirror AWS clients won't connect to server

My Unity project uses the Mirror Networking component and I am using an AWS free tier EC2 instance to host it. I configured the instance following this guide from the Mirror documentation, including ...
Michael's user avatar
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1 answer
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Unity Mirror Networking Audio Behaves Differently on Host and WebGL Client

I am creating a system in Unity using Mirror Networking which will only require one host/server and one client. It is a WebGL build so the client will connect on a browser. I want to send commands ...
Michael's user avatar
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1 answer
287 views

Should networking and rendering be separated in multiple threads?

I've been trying to code a multiplayer client/server prototype game using SFML's networking. My server and client use TcpSelectors to wait for a certain amount of time for incoming packets without ...
xGolden's user avatar
1 vote
1 answer
47 views

Keeping characters in-sync in network rollback environment - when player is actively changing its input

I am implementing network rollbacker in real-time action game and found out a very strange issue where local (non-master) player is moved a bit forward then back when changing input. After narrowing ...
PiotrK's user avatar
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2 answers
125 views

Networking Fire Rate And Shooting

Context: This is for a multi-player shooting game. It's coded in TypeScript however this question is moreso a netcode/theoretical question rather than a question regarding implementation. My game ...
leozheng's user avatar
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1 answer
279 views

How achievable is determinism when client and server run on different hardware?

Soon I'll have to start implementing networking for a game. To be able to simulate the game on both client and server and have no deviation, simulations need to be deterministic. But how can any ...
Maxgmer's user avatar
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1 answer
359 views

Multiple Node/Express/Socket.io servers for game lobbies?

Building a multiplayer game on the web that will be able to handle thousands of players at once, separated into independent lobbies/sessions. There may be 20 players in one lobby, 10 in another, 30 in ...
Michael Moreno's user avatar
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0 answers
443 views

Design Pattern for Server and Client Objects in Unity Netcode

I'm struggling with how to solve the general problem of having a server-side GameObject which does most of the work and a client side object that's coupled with it for UI purposes only. As an example, ...
Alec McKay's user avatar
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1 answer
2k views

Unity NetCode - How to call a function when a server or client connects

I want to do a number of things after calling the functions NetworkManager.Singleton.StartHost() and ...
Alec McKay's user avatar
1 vote
0 answers
146 views

FPS Networking Rollback Algorithm

I'm attempting to implement rollback networking for an FPS game right now, but I'm not entirely sure about how to proceed. From what I know, it is bad practice to send over client positions whenever ...
TakeMeHomeCountryRoads's user avatar
1 vote
0 answers
133 views

Steamworks.Net invite to game not getting recieved

When sending an invite with SteamFriends.InviteUserToGame(steamID, "") the receiver doesn't get the invite, even though the InviteUserToGame function ...
Nathaniel Stauffer's user avatar
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1 answer
100 views

In online multiplayer games, can we transfer a player between two local (or even distant) servers while game processes are running on both servers?

Brief intro 1: about me: I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
Physician's user avatar
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1 answer
126 views

Input processing on the server-side

The problem: Let's say we want to create top down MMORPG in browser, and we started with implementing movement of your character. Okay, so how it works? Character gets inputs and compares if they are ...
saqirmdev's user avatar
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0 answers
44 views

Display a user webcam over multiplayer session on a wall in the middle of a level?

With the media framework, it’s now quite easy to use webcam or phone camera footage directly in the game. Is there also a way to share this footage in a multiplayer game? So player A can see the ...
Apothem Da Munster's user avatar
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1 answer
477 views

How do I send data from client to server using LiteNetLib

I started with the example client and server from here and modified the client to send a response back to the server... which never arrives. What am I doing wrong? How do I do this? Server: ...
gyozo kudor's user avatar
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1 answer
876 views

How do you upload an AudioClip to a server in Unity?

My current approach is to take an AudioClip, turn it into a byte array, then put it into an UploadHandler, attached to a UnityWebRequest, to send a POST request to a server. Right now, when I pass ...
cadburia's user avatar
1 vote
2 answers
278 views

TCP packets getting more and more delay as time goes by

I have a two processes - a client sending player input data to the server, via TCP. Right now, it's sending 60 input updates per second. The first update arrives promptly in my test system, where both ...
kamziro's user avatar
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1 answer
48 views

How to redact an event in a prediction/reconciliation networking model

I'm struggling with how to handle a particular situation in a prediction/reconciliation server model. At t=0, Player A is firing. Player B is moving into A's line ...
rcorre's user avatar
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0 answers
65 views

Emulating a Forza telemetry server and/or an OBD Bluetooth adapter (in Python)

I'm making a driving game in Pygame, and want to give a player the option to send game data to a Forza-compatible dashboard app (like SIM Dashboard) or to an OBD app (like RevHeadz). How do I do so? ...
s3246's user avatar
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0 answers
110 views

Server-Client Communication

I have a client, and it's basically a potato client. What I mean by that is it's code is something like this: (This is a junky version of the code, just to make a point) ...
Henery Johnson's user avatar
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2 answers
403 views

Host & Client user input moving both Player prefabs at the same time

I have a player controller attached to the Player prefab - along with the NGO components Network Object Client Network Transform Network Animator In the Network Manager I have the Player prefab added ...
Kevin_Buckeejit's user avatar
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0 answers
89 views

How to listen for a TCP message?

I want to create a Unity WebGL application, that will run in a browser. I want to allow this application to "listen" for messages, so it needs to be a server. What could be the developing ...
stighy's user avatar
  • 437
0 votes
1 answer
259 views

P2P + Authoritative server for Web based game, how to combine?

I'm working on an online Web RPG game (jRPG) with a map, that characters can go around. Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
Sergey Sharpov's user avatar
1 vote
1 answer
198 views

What makes the network coding for MUDs different from that of MMORPGs?

(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.) I can understand why the network coding for MMORPGs is so complicated ...
joshisanonymous's user avatar
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0 answers
62 views

Why don't my pieces shuffle on the client's end?

In my game there is a 'Shuffle()' function that both clients and the host can access that shuffles pieces around on a board: ...
kayra yorulmaz's user avatar
0 votes
0 answers
177 views

Game networking with physics different client and server languages

We are currently having only "turn based" multiplayer games in our party game lobby system. Now we considered to add realtime multiplayer games as well, for example golf in 3D. Our current ...
HodorKing's user avatar
1 vote
1 answer
207 views

Why nobody creates shared world games? [closed]

Vast majority of modern network games use "lobby" conception: when limited amount of players connect to a single lobby server and play the game in isolation from everyone else who is not in ...
AseN's user avatar
  • 113
2 votes
3 answers
159 views

Syncing chest content in a host-client multiplayer setup

I'm modding a FPS game by adding a 2 player co-op multiplayer to an otherwise completely single player game. One game instance acts as the host and I try to implement the synchronization of the ...
akarnokd's user avatar
  • 233
0 votes
1 answer
175 views

Java Netty cannot connect to the server

I am creating a simple 2d multiplayer game supported by the Netty library. The server is located on my local computer. I have a problem: why are some clients unable to connect? I tested on several ...
Adixe's user avatar
  • 13
0 votes
1 answer
91 views

Informing clients of player actions in 2d platformer

I'm creating an online game (2d platformer) and I'm having some trouble understanding what to send clients. I'm sampling each player's input and sending it to the server after a set amount of time. ...
Kaeru's user avatar
  • 3
0 votes
1 answer
153 views

Network racing game position interpolation jitters a lot

I'm making multiplayer racing game and I have problem with interpolating position.. Here's the sequence. Server simulate the world and send vehicle transform packet through UDP socket every 33ms to ...
Tomson's user avatar
  • 3
0 votes
1 answer
454 views

Pathfinding over network and local avoidance

I'm trying to build a little MOBA game (max 10 players) in Unity and i'm really stuck with the pathfinding / local avoidance. Here is what i'm doing when user click to move on the map: Client send a ...
Aldo's user avatar
  • 319
1 vote
1 answer
262 views

GGPO / peer to peer winstate

How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
Jan Hohenheim's user avatar
0 votes
1 answer
1k views

How to implement rollback

From what I've read, there's several components which go into rollback netcode and requirements. 1: Your game logic update (input/state update) has to be able to run independently of your rendering (...
Kayla's user avatar
  • 107
0 votes
2 answers
374 views

Measuring RTT for my network game?

I'm building networked racing game right now. I'm using winsock with TCP/UDP socket and IOCP. I'm having trouble with latency masking and I don't even know if my implementation is wrong. So, I'm ...
Tomson's user avatar
  • 3
1 vote
1 answer
67 views

Do we need an ackowledgment packet in deterministic TCP multiplayer game?

I am trying to implement a deterministic game after having read 1500 archers on a 28.8. The simulation uses fixed-point math and the client only sends commands to the server which sends back the ...
rafoo's user avatar
  • 143
0 votes
0 answers
308 views

Latency handling methods in a fast-paced multiplayer game with moving objects

I am working on a real-time multiplayer soccer game. Currently, on my game, I created an architecture like that: Every client has a copy of the game state, also the server has it too. Clients send ...
Mustafa Akdeniz's user avatar
0 votes
1 answer
178 views

Unity Multiplayer Sync Bools

I have a little problem with syncing booleans on my networking game. I use the Mirror-Package for networking and use KCP for transport. When the players basicly collide each other (using a sphere ...
aleqkzander's user avatar
0 votes
1 answer
2k views

Reliable RPC frequency limits in Unreal Engine

I am implementing a fighting game in Unreal Engine and I want to implement "rollback". The way I envision it so far is that in every frame, the client will send the inputs it received in ...
Znapi's user avatar
  • 101
0 votes
1 answer
406 views

Architecture of networking in game engine

I am currently building a 2d game engine, with the future intention of adding some sort of networking functionality. I have past experience making networking games in Unity and whatnot, however I am ...
Superduper Banana3000's user avatar

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