Played by multiple players, cooperatively or competitively, locally or remotely.
0
votes
0answers
9 views
Destructible objects for multi-player game in Unity
I am working on 3D multi-player shooter game
in Unity using SmartFoxServer
Since I need to implement some destructible objects in the game
I tried to use these assets:
Fracture
...
-1
votes
0answers
17 views
Making a multiplayer room using wifi [on hold]
I want to make a game called bingo. I have my gaming codes ready but I am still not able to work on the multiplayer coding. Before the game starts I want to have two buttons: one is creating a ...
0
votes
0answers
16 views
Multiplayer Spawn not working
The error message I get is
SpawnObject for Player(Clone) (UnityEngine.GameObject), NetworkServer
is not active. Cannot spawn objects without an active server.
I know that the server is ...
1
vote
0answers
33 views
What player rating system can I use when the rating can only get larger?
I am developing a turn-based multiplayer app (2 players per match) for Android. As backend I use Google Play Game Services. I have implemented a leaderboard.
Now I consider how to design the ranking ...
0
votes
2answers
32 views
Single player game into Multiplayer game(Not online) [closed]
How difficult is it to do this?(Like, do you need to so skilled that you aswell might have created the game yourself) Do you need to change a lot of the code? For example, if I have a single player ...
0
votes
2answers
91 views
Backend for data-driven multiplayer game
I am working on a match-based (5v5) multiplayer steam game that is similar to TF2, LoL, Dota 2, etc.
I am planning a data-driven approach where character/abilities/items/etc are defined in data ...
0
votes
0answers
28 views
Unity WebGL build throws errors
I am working on a multiplayer game for WebGL platform and i am using (http://lockstep.io/ - SocketIo & node.js server ) for handling the game.
I am facing these issues as shown in the attached ...
1
vote
1answer
43 views
How to handle two players playing on one keyboard with Box2D (LibGDX)?
I'm making a racing game with LibGDX and Box2D. I've been using this tutorial to implement the basic physics, and it works properly.
My main problem is to implement two different sets of keys ...
0
votes
0answers
39 views
Unity stream webcam to other player (Multiplayer)
I want to make it possible, that I can draw on the stream of another player in my Unity game. The networked drawing works just fine, my problem is to stream the webcam. I've got the webcam input ...
0
votes
0answers
15 views
Movement prediction on client
Im pretty new to game development.
Currently I try to predict the movement of the player on the client.
But my client and my server are calculating different values. Im using a delta time for the ...
0
votes
2answers
45 views
The tolareable lag range in a multiplayer game
I am programming a multiplayer game. I calculate the ping in ms as :
ping = the_time_i_recieved_pong - the_time_i_sent_ping
I implemented client-side prediction and interpolation algorithms. When I ...
0
votes
1answer
18 views
Turn-based multiplayer animate moves from last turn
I'm trying to make a 2-player turn-based strategy game, using the Google Play Games APIs
According to the documentation,
As a match progresses, the current player can modify and store the game ...
0
votes
1answer
72 views
How can I destroy a game object across the network in Unity?
How do I go about destroying a game object across the whole network in a multiplayer scene in Unity? I can only get it to destroy on the local client and not for everybody else connected. I'm ...
1
vote
1answer
31 views
How do you use SoundManager for multiple player games over the network?
I have created a basic sound manager according to this unity tutorial (https://unity3d.com/learn/tutorials/projects/2d-roguelike/audio). However, I need it to work for multiple players over the ...
0
votes
0answers
29 views
UNet - Local Player Authority
I have an NPC. I would like to give the player the ability to possess the NPC by clicking on it.
//Prefab is spawned with networkIdentity.localPlayerAuthority = true
...
0
votes
0answers
28 views
Multiplayer rigidbody not receiving velocity syncvar on the client
I have a scene in which on a certain event the client spawns a prefab with the variables of position, rotation and rigidbody velocity set for it. It is working perfectly, it spawns in the right ...
0
votes
0answers
33 views
Authentication in network game servers
I'm currently building a UDP server that my game will talk to. The users will need to have an account created, either by using a Single Sign-On account such as Facebook or Google, or by creating an ...
1
vote
1answer
66 views
how should a server handle client actions?
So I've just started trying to make a multiplayer pong game and I have read a lot of different ways to code the connections. However, I read somewhere that you should have the inputs sent to the ...
0
votes
0answers
38 views
Object spawn only on Server in multiplayer unity3d game
In my game I have an object let say food, whoever eat that food that player will spawn one more element. I am sharing code here :- I am checking collision in Update. Following code is working fine on ...
0
votes
0answers
52 views
How to load new scenes or models from network in unity or unreal engine?
I have a project to be done. I had done some research to accomplish some features. Event so, I couldn't find some answers.
The project needs to have some features as follow;
Charachter creation in ...
0
votes
1answer
61 views
Passing strings padded with white space into a byte[]
I am using Google Play services for a real time multiplayer game in Unity 3d. When sending the data in a byte[] in the multiplayer update I have to pad certain entries going into the byte[] with white ...
0
votes
0answers
33 views
Communication between Photon Cloud game and web server [Unity3D; Photon]
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 ...
2
votes
2answers
101 views
Example/Tutorial of passing structured data over network C++
This is very general question, about strategies how to pack same informations about state of my game-world on server ( e.g. position/orientation of players, projectiles, etc. ) into data stream so ...
0
votes
1answer
27 views
How to find the participation id corresponding to a sender id
I am creating a real time multiplayer game in unity 3d using Google Play Game Services. In my function where I deal with the positioning of players based on information that is sent from other ...
0
votes
2answers
62 views
Calculating interpolation percentages
I've been reading valve's article on multiplayer networking repeatedly recently and everything is starting to make since. One thing I'm wondering on though however is what percentage value to use for ...
0
votes
1answer
42 views
Updating a gameobject position that needs to be consistent across all players' games
I am creating a real time multiplayer game in Unity 3d using Google Player Services that has a ball that the players will interact with. I'm not particularly sure how I will update the ball's position ...
0
votes
0answers
14 views
How to make my Minecraft Mod useable by a Multiplayer server?
I coded my Mod using Eclipse and Minecraft Forge. Then I built my .jar file and I put it in the mods folder of Minecraft. The problem is, my custom commands and Blocks work perfectly in the single ...
3
votes
2answers
166 views
Unity 5.3.1: Single player is broken
In Unity I converted my single player game to a multiplayer game.
Now, the single player game does not work anymore because the objects are disappearing on start, due to the network identity.
What is ...
0
votes
0answers
33 views
Unity3d NetworkServer.SpawnWithClientAuthority
How do I spawn a gameObject with client authority from outside of the main client?
I'm trying to make this function:
http://hastebin.com/bobezisexa.avrasm
But it keeps saying "trying to spawn ...
4
votes
1answer
190 views
Should I encrypt my multiplayer network traffic?
My plan has been to use RSA to exchange AES session-keys with a client, which is then used for all the usual in-game stuff. Clients never connect with each other, all communication is client to server ...
1
vote
1answer
51 views
Client-side prediction for movement?
How would client-side prediction for movement work? From how I understand it, the player inputs "Move Forward" and the character on the player's computer instantly starts to move forward. It also ...
0
votes
2answers
178 views
Different physics engines on the client and server sides
I am developing a 2D multiplayer game as follow:
semi-authoritative server
handle up to 40 players per game.
Players and other game objects will interact/collide with each other
Physics like ...
1
vote
1answer
91 views
Synchronizing players and game objects in a server/client multiplyer game
OK guys,
I have some experience with 2D game development (single player only), so that's fine no questions here.
The problem is with multiplayer games. I already read lots of other questions and ...
0
votes
0answers
54 views
How long should interpolation last in multiplayer game?
I'm making a multiplayer game. Server is sending update packets 20x per second, that contain players positions, velocities and other important data. I want to interpolate between current and updated ...
0
votes
0answers
40 views
multiplayer/network security and guidelines
I am about to start programming a multiplayer game that uses TCP to transmit data.
Just sending data, prozessing data on the server and displaying results on the client isnt that complicated i guess.
...
1
vote
2answers
106 views
Interpolation over a network - receiving and drawing an opponent in 1v1 game
I'm a newbie Java coder and I'm creating a 1v1 game with an authoritative server and two clients.
My whole network is based on UDP packets:
sending positions from clients
sending confirmations ...
1
vote
0answers
25 views
Can I use sdl_net2.0 with cocos2d-x? [closed]
Can I use sdl_net2.0 lib with cocos2d-x? And how it cconects to each other. Or analog lib to use?
0
votes
0answers
70 views
Singleplayer and multiplayer using same gameobjects in Unity?
There are a lot of topics about converting singleplayer to multiplayer games. But I could not find the accepted practice of keeping singleplayer gameplay available.
Will this just work if I manually ...
1
vote
1answer
58 views
How to sync random incidents over network? (Photon + Unity / PUN related)
In my Photon powered game, I have a shotgun weapon and when a player fires a bullet, I call an RPC on other clients and it's bullets get direction from a random function, Random.Range, and on ...
0
votes
1answer
111 views
Sending message to all players in room from Photon server?
I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute ...
0
votes
0answers
22 views
badumna how to use different prefab for different entity in the game
our project uses badunma which is an open source p2p c# framework for unity https://bitbucket.org/badumna/badumna/overview currently we are using the badunma scene for our open world replication. The ...
1
vote
1answer
35 views
Where can I find a service hosting tournaments with prize funds? [closed]
I have a game, and users are self-organizing to create tournament sites. They want to be able to create a tournament, have competitors put down a $1 each, and the winner takes all.
Are there any ...
4
votes
1answer
93 views
In a 2D multiplayer game should I send the position of user to the server all the time? [duplicate]
In a 2D game where the user moves with the keyboard arrows, should the user send all the time he moves his position (x, y)?. If the user has some speed, the user would send (x, y) like 50 times ...
0
votes
1answer
102 views
Best way to interpolate player movements in a very fast paced Unity game?
In my Unity online multiplayer game players move very fast and I currently use Lerp to interpolate between their last position and current position:
transform.position = ...
0
votes
0answers
18 views
Photon Connections without Concurrent Users? Or other networking?
I am going to be making a multiplayer game and use http://pupnp.sourceforge.net/ for setting up connections without having the player to port forward. The game will let you make or join a room using ...
0
votes
0answers
42 views
cannot sync for connected player after spawning meteorite ( photon PUN and ufps)
did anyone run into such bug?
It happens when second player connects to a game, and that's what he sees. But players who connected earlier see everything well: meteors which I spawn by master-client ...
0
votes
1answer
69 views
Character on Character fighting animations
sorry about the vague title, but these couple of videos/images might explain my situation a bit better:
https://www.youtube.com/watch?v=MG1mNyjNuXk (Wolfenstein the Old Blood)
...
1
vote
0answers
88 views
Multiplayer turn based Android/iOS [closed]
We're developing a mobile endless runner game, on Unity3d where you can challenge your Facebook friends. The only interaction between the players is the challenge - one player challenges the other, ...
1
vote
0answers
24 views
Player Position interpolation - question
I have a 1v1 real-time game. I'm sending packets with UDP, I'm using Kryonet.
I had gameloop on a client that was working like this (just an example):
while(true){
if(player_me.getState == ...
2
votes
1answer
52 views
Local player always at same position
I am trying out UNET ( Unity Multiplayer Service ) and I am building a space invaders like game but with two players at each side of the screen shooting at each other.
I want the local player to ...