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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4
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2answers
4k views

How do I resolve the error "Trying to send command for object without authority."?

I don't know what I did wrong I tried couple different ways from not using commands to using SpawnWithClientAuthority. But It either gives build and compile errors ...
2
votes
1answer
463 views

Should the server calculate the time of a player's input, or trust sent data?

I am curious about the details of lag compensation in games. I have read a lot of articles about it, for example: Source Engine Multiplayer Networking Fast-Paced Multiplayer - Gabriel Gambetta How do ...
-1
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1answer
80 views

Precalculate/Validate auto battle game outcome on client/server?

All those idle/clicker hero games out there made me wonder how the server usually verifies the games where the player has no influence at all. I'm sure both clients would return the same result if no ...
1
vote
1answer
88 views

How should I implement hit detection netcode for AI enemies in a co-op first-person-shooter?

I'm working on a FPS/sandbox game that has multiplayer but no PvP. Since the game has no PvP, I'm trying to make the networking code favor the player as much as possible. For example, I allow the ...
1
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1answer
2k views

Let player upload text file in-game Unity

How would I create a button for the user to click and be able to upload a text file from his desktop let's say? I'd like to know about both, computer and mobiles.
-2
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1answer
35 views

Entity update or Keyboard commands transferred to the Gaming server?

I am working on a research project . I need to know the network communication in games in large Multiplayer games (Battlefield,GTA 5). Is there some official documentation present for these games? ...
3
votes
1answer
214 views

How do games that generate the world by noise handle physics on the server?

I keep thinking about what it is like to do the physics on the server, so that it is authoritative, and thus avoid cheating, in a game that manages the world by noise, ie the collisors are being ...
4
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0answers
120 views

Critical input from server arrives late... it must not!

To preface, my understanding of networking is mostly from Source Multiplayer Networking and 1000 Archers on a 28.8. For various reasons I have decided to go with a client-server model instead of peer-...
3
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1answer
1k views

Multiplayer client-server architecture sending input

I've got a 2D java game with an infinite generating world with a player and other entities. I wish to make this game multiplayer and have done my research. I read this article multiple times and is ...
2
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1answer
794 views

Networking - How does server fixed-timestep work?

I'm making a server/client model for a top-down 2d shooter. Because I need to calculate collisions with walls & other players using a small delta, I want to use the fixed-timestep model like in ...
2
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2answers
862 views

Online Multiplayer - cheating w/ delta time movement

I'm making a multiplayer game with basic linear movement and interpolation. I've read gabriel's article about client-side prediction and server reconciliation and have tried applying it to my own. My ...
3
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0answers
71 views

Unity: objects behaving different when NetworkTransform is used to sync movement

I am experimenting with some simple multiplayer/networking in unity. Currently I have a plane object as the ground, and a cube prefab as the player object. I have a network manager with round-robin ...
0
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2answers
973 views

Infinite loop ping test for each player

For my Unity game I have a Client-Server model, and I want both sides to ping each other repeatedly to make sure I know what latency between players is. In the server's case, a client connects and ...
26
votes
3answers
8k views

How to handle a large number of pickups in a MMO game

How do games like Minecraft, or really any MMO game that has pickups, handle them? Say terrain spawns 3 pickup drops of "dirt" everytime you dig said terrain. Say every item has a rotation ...
4
votes
0answers
100 views

Implementing a game in Unity without Unity Networking

I have been programming in Unity for a while, and ever since I started I could not wrap my head around the Unity Networking system. I understand on a whole how it works, I even made a small project ...
3
votes
1answer
253 views

How would a server handle sending entity updates to clients?

Lately I've been looking into networking and sockets and made small test programs to get the basics down. So far I've made a TCP turn-based game from where I learnt a lot and helped me getting some ...
0
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1answer
1k views

How do I use Unity's OnPlayerConnected method?

https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnPlayerConnected.html ...
0
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2answers
4k views

How do I use Unity's TargetRPC calls? Trying to send data from the server to a client

I want to send a large amount of data to only one player, as it would be wasteful to do this for every player when only one player needs the data. After a bit of research, it appears that TargetRPC is ...
1
vote
1answer
455 views

Do you really have to sync Physics over the network?

Let's say you want to create a 2D game where a character can shoot a bullet. You have the same code running on the Client and Server (JavaScript so it's exactly the same code). If the client and the ...
0
votes
1answer
116 views

What do I have to take into consideration when developing both singleplayer and multiplayer coop without dedicated servers?

The premise is simple - a game that can be played in singleplayer mode and that allows seamless partying for coop without dedicated servers. This would of course require server and client components ...
-1
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1answer
100 views

How to make a player walk over the network

First of all, it is a newbie question and I am a noob so ya. I am working on Unity with low level network API. I am able to ...
2
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1answer
114 views

C++11 & Efficient Networking Client<->Server<->"Zone(s)"

I am building both an engine and a networked game at once because I'm completely insane. The original design/plan was to use internal Unix sockets for each "zone" for server<->zone communication, ...
1
vote
1answer
243 views

Calculating t value to use with Hermite interpolation

I'm developing an FPS in Unity using Photon for networking. The Photon-provided interpolation is very basic so I decided to roll out my own using the Hermite spline. It works good and is ...
4
votes
2answers
12k views

Creating a master server for Unity game (Unity 2017)

I have a basic FPS game made in Unity. I am using the Unity NetworkManager, NetworkManagerUI and NetworkIdentity components that came with Unity. The game is working fine on my local network when I ...
1
vote
1answer
2k views

Unity multiplayer (online) - How to connect to a 'Client-Host' without using Unity Paid Service

I'm slightly annoyed with the official Unity guides here, because I have been following through some, and they have indeed helped me create a local network mulitplayer situation. However, at no point ...
1
vote
2answers
362 views

Handling incoming packets immediately or queuing them

I'm using Golang to write a game server. I was wondering what the advantages of queuing the incoming packets for processing over processing them immediately. For example (processing immediately) each ...
0
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0answers
65 views

How to abstract mouse movement event streams for networked multiplayer?

I'm building a mouse driven 3rd person shooter with client-server network architecture. My input system is event based. Keyboard input is captured by keys.S.onUp() ...
0
votes
1answer
1k views

Send failed since rewinding of the data stream failed

I'm using WWW class to sent a WWWForm to an asp.net server. it used to work in unity 5.3.x but since I migrated to 5.6.3f1, it is not working and sending ...
26
votes
2answers
5k views

What's the performance benefit of saving all logged in characters in MMOs in regular intervals?

The majority of MMORPGS have a Worldsave system that will save all the characters once every X hours. I guess the reason is performance. So why is this better, performance wise, than saving a ...
2
votes
1answer
1k views

RPC Movement in UE4

Having some issues with grapple hook movement over the network. I tried a few different methods with the RPC's, but as of now, when the client presses grapple, they simply shake in place. Here is my ...
2
votes
2answers
146 views

Load order of networked objects in Unity

I am making a 2D RTS, and am trying to get a multiplayer version working. I've run into some problems with the order that scripts are getting executed. For the host everything runs fine, but when a ...
1
vote
1answer
200 views

Could executing OpenGL shaders sent from a server be dangerous?

I just came to the realization that since uncompiled shaders are just text, they can easily be sent over a network from a server and then compiled at runtime and executed on clients. I'm not actually ...
0
votes
0answers
1k views

RTS Networking in Unity: Client-Server vs. Lockstep

I am trying to make a RTS game in Unity, and I've got a few non-networked features working and so I want to start working on the multiplayer aspect so I don't dig myself into too deep a hole with ...
1
vote
1answer
166 views

Sending a Tilemap Layer over a socket connection (GMS2/GML)

I'm working on a multiplayer game in GameMaker Studio 2 using sockets and built-in networking functions. I have a server that can receive and send messages to and from clients. What I'm trying to do ...
1
vote
2answers
342 views

Network game like MMO - TPC or UDP [closed]

I saw this subject several times, however I will wish better understand. I am working on the development of a 2d game like a little MMO. (Currently I only do research). I see people who says it's ...
18
votes
5answers
8k views

Are huge, static objects like environment transmitted from server to client in modern multiplayer games?

I have an authoritative system, where when the player joins the match, it gets all the already spawned objects - spawned on itself (the client). It looks like this: ...
0
votes
1answer
2k views

udp over cellular networks? [closed]

I'm starting to build a multiplayer iOS game using UDP. I want the game to be playable over cellular networks, but I can't really find that much information on it. Many people say that it's dependent ...
4
votes
1answer
539 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 ...
0
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0answers
782 views

Do I need to make network game fully deterministic to achieve a non-exploitable MOBA/RTS?

First of all - I know some networking concepts and I coded couple games with GDX/Kryonet/...
1
vote
0answers
82 views

How to disable player-player/player-monster collisions and keep the OnTrigger/OnCollision hooks?

I'm developing a network game. Players and enemies have attached Rigidbodies, move with physics forces, stops on kinematic colliders (walls) - everything works ...
3
votes
1answer
598 views

What is a reasonable bandwidth usage for a RT multiplayer game? [closed]

My game uses UDP communication only. Meaning: after the lobby connect (performed by Google Play Services), not a single TCP transmission is made. Only unreliable messages are used. The game is ...
16
votes
4answers
7k views

Acknowledgement reliability using UDP

I have a question about UDP. For context, I'm working on a real-time action game. I've read quite a bit about the differences between UDP and TCP and I feel I understand them quite well, but there's ...
2
votes
1answer
1k views

Delayed linear interpolation for networking

I'm trying to implement the delayed snapshot interpolation presented at Valve's article and also Gambetta's. My current implementation is almost identical as described in the 'Multiplayer object ...
1
vote
1answer
574 views

InvalidCastException when instantiating a prefab on the network using Photon

As stated in the title, I get this error when I try to instantiate a game object using Photon: InvalidCastException: Cannot cast from source type to destination type. NetworkingPeer.DoInstantiate (...
0
votes
1answer
271 views

What is Google Play Services Multiplayer?

This question might be off-topic, i don't know where should i ask it. What's the difference between Google Play Real-Time Multiplayer, Google Play Turn-Based Multiplayer and sockets?
0
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1answer
302 views

Why are my network players only able to shoot horizontally in my first person shooter?

I am quite new to the Unity community, but I can code in C#. I am testing Unity networking using a standard FPS. I am stuck while testing out multiplayer shooting, not using raycasts. The host can ...
1
vote
0answers
206 views

Multiplayer client-side physics

I'm trying to handle all the physics on the client and correct data on the server. e.g. ...
2
votes
2answers
202 views

Is state change command less reliable than sending the entire state?

I'm asking for a game that I develop right now. The game is using TCP communication, there's server and multiple clients. While players in a room are playing the game, I send state update commands in ...
1
vote
0answers
382 views

C++ Class to Void Pointer, Data Lost? [closed]

Reaching out yet again for a point in the right direction. Specifically, I am casting a simple struct to a void pointer so it can be sent out on the network, but it is cutting off my second variable ...
3
votes
2answers
2k views

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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