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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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 ...
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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 ...
1 vote
2 answers
673 views

How to securely retrieve game stats from clients in a p2p game network?

I'm working on a P2P game and I know I should never trust the clients. I my architecture, there is a "Master Server" that stores game room (host) informations. Players can create their own rooms (...
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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 ...
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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. ...
2 votes
3 answers
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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 ...
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1 answer
390 views

Networked game with physics and client side prediction and server reconsiliation causes lag

I'm trying to make a multiplayer platformer game. I can almost get client side prediction and server reconsiliation to work, but there is one issue that I just can't wrap my head around. Lets say that ...
3 votes
1 answer
618 views

Start Broadcast Unity Network Discovery

I am using the unity NetworkDiscovery component, and I am wondering how I can auto-start broadcasting when the server starts, instead of the client having to click ...
8 votes
2 answers
529 views

What are the restrictions of 3g online games

I am looking into make a 3g online multiplayer game for the iphone. Multiplayer is my main focus but I have noticed all game apps require wi-fi. Dose anyone know if this is simply an issue with the ...
3 votes
1 answer
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Authoritative server controlling objects in multiple scenes in Unity3D

I am working on a multiplayer project that involves loading into different scenes and playing some kind of mini-game with any other players that happen to be in the scene at that time. These mini-...
1 vote
0 answers
43 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 ...
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1 answer
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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 ...
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1 answer
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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 ...
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3 answers
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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 ...
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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 ...
2 votes
1 answer
790 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, ...
4 votes
1 answer
2k views

Changing scene while joining room and RPC buffer problem

I have a button on my main menu that creates and has the player join a random room. After the client joins this room, I change the scene to the game (main) scene in the ...
12 votes
2 answers
438 views

Are there tools for testing multiplayer code?

Are there reliable tools that can simulate real life-like network conditions e.g. networks with different bandwidth, different latencies, packet loss etc...?
1 vote
1 answer
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Simulating movement input in server-side, with different tick rates

I'm designing a simple MMO game server with the help of ENet (reliable UDP library) and the Godot engine for client-side. I've read tons of articles, guides, stack exchanges questions regarding ...
1 vote
1 answer
1k views

Communication between Photon Cloud game and web server

I am creating a multiplayer game using Photon Cloud (Photon Unity Network). For storage of player data (profile, inventory, achievments) I use web server (asp.net mvc & sql server). How to ...
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1 answer
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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 ...
1 vote
1 answer
605 views

Network mechanism for an RTS multiplayer game

I'm writing a real time strategy game in Rust. In this game each player controls one of two armies facing off on a battle zone. To better understand the gameplay, my project is an open source version ...
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2 answers
93 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 ...
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 ...
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1 answer
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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 ...
0 votes
1 answer
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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 ...
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1 answer
223 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 ...
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352 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, ...
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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 ...
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353 views

How do I load a scene in Unity for the current client, but not any other client?

I'm currently using NetworkManager.Singleton.SceneManager.LoadScene using the Netcode package, but it loads the new scene for both the current player and any other connected clients. I want it to only ...
1 vote
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113 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 ...
1 vote
0 answers
114 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 ...
0 votes
1 answer
380 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: ...
2 votes
1 answer
382 views

What is a good bytes per second sent/received rate?

I am working with XNA networking, on the XBOX. I was wondering what is a safe number to stay under in the bytes sent and received when it comes to the xbox. Obviously various factors will effect the ...
0 votes
1 answer
2k 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 ...
0 votes
1 answer
108 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 ...
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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 ...
2 votes
0 answers
100 views

How is a Challenge implemented for a game networking protocol?

Working on an authoritative online game using LiteNetLib. I've been reading about building a game network protocol and I'm feeling stuck with the "challenge" implementation. The client ...
2 votes
2 answers
2k views

Send Rate is zero but server movement is still happening

I have a client server scenario, just a player moving about on the client and he moves about on the server using the built in networking provided in Unity 5. I have my client scene running in the ...
0 votes
1 answer
753 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 ...
1 vote
2 answers
204 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 ...
3 votes
3 answers
1k views

How to parse & "pack" network commands?

I'm currently creating a game which should be multiplayer (client-server-client), but I'm stuck. I have been doing crazy things like building a text chain like ...
3 votes
1 answer
790 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 votes
1 answer
46 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 ...
4 votes
2 answers
1k 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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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? ...
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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) ...
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1 answer
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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 ...
0 votes
2 answers
347 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 ...
0 votes
0 answers
86 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 ...

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