Questions tagged [socket]

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14 questions with no upvoted or accepted answers
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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 ...
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134 views

Cocos2d-x : Socket.io-client-cpp crashes after creating scene

I'm using https://github.com/socketio/socket.io-client-cpp with cocos, because the built-in socket.io doesn't support callback (http://discuss.cocos2d-x.org/t/doesnt-work-with-socketio-2-0-1-and-...
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79 views

Unity won't Instantiate() outside of Start(), even though code is the same

I am trying to add a gameobject to my game using a socket connection. I have a SocketHandler class, which simply connects to my NodeJS socket server, which can also call a method on another class, ...
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31 views

Socket.io emit textfield

Hello everyone I learned how to emit from socket.io website guides but I was wondering how does the chat example receive its input? For example in my cocos2dx app how do I pass a text field over to ...
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0answers
84 views

Delay in connecting to server in Unity

I have a button, when I press the connect button, it gets connected to the server. When I press the connect button again, it's getting delay in connecting to the server. Below is the code to connect ...
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0answers
350 views

Delay command execution over sockets

I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their ...
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0answers
31 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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26 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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0answers
25 views

conversion between world space and screen space

I am making a multiplayer game with gravity mechanics and planetary motion. I started by hard coding coordinates according to canvas size but now I am realizing that for different resolution planet ...
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240 views

How can I build an authoritative server to handle players actions taking into consideration scalability of solution

I've started with Unity3D to develop a multiplayer game similar to world of tanks, it's using authoritative server and I was able to sync movements between several clients. I'm using c# and on the ...
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39 views

WebSocketSharp For Unity

I have integrated WebSocketSharp with Unity 2018.4.14f1 and it works well with Android and IOS. I wanted to know that most of the other socket.io plugins for unity have a wrapper of Class Packet over ...
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0answers
110 views

Does StreamPeerTCP guarantee received packet is same from server?

I'm making simple Godot project that works with Node.js server. To receive and send packet to Node.js server, I used StreamPeerTCP. First seems works, but after 2nd transmission from server, extract ...
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23 views

Networking and Timing issue

I have been trying to use the low-level API for UNET and the focus of this problem is this: ...
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1answer
40 views

python sockets: receive data only when data is available?

I am writing an update to a game I have written in python, and I am currently adding server support. I can't show you the main code (for the client), as it is hundreds of lines long. However, what I ...