Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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0
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12 views

Unity 5 - Syncvar, Comman, Rpc

I'm trying to make a multiplayer game. I have created a Cube and the CubeScript to test it. I know that when I want to change something from server, then I need to use Rpc and when from Client I need ...
1
vote
0answers
14 views

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-...
2
votes
0answers
42 views

How to prevent game client version spoofing [closed]

Basically I have a c++ server that will use a binary protocol to talk to my client (unity game). As part of the login process I want to send the client version to the server. The server then responds ...
0
votes
0answers
13 views

Clientside interpolation - update rate fixed to client framerate

I am trying to implement client side prediction as in this article http://www.gabrielgambetta.com/fpm2.html Currently I'm doing it like this: the game runs at 60 FPS. 60 times per frame I check if an ...
0
votes
1answer
34 views

How to open auto detect LAN connections?

After sucessfully creating my first online multiplayer with servers and clients in UDP, I am wondering how LAN connections works. As it is right now, I need to open a server and forward the ports for ...
0
votes
0answers
14 views

Photon Unity Network to Database connection

I want to store leaderboard data for the game I'm making to a DB. I'm using PUN cloud server for my game. It seems like I will have to save all the data to DB from the Master Client. Is there any way ...
0
votes
1answer
39 views

How to prevent clients from stuttering while keeping the game in sync in multiplayer Pong?

I wrote Pong in multiplayer. The clients all run their own game, but I have an authoritative server which enforces its ball position onto the clients. The game is in sync and playable, however, there ...
0
votes
0answers
29 views

Determine Wifi adapter address on Android with Unity/C#

This piece of (crude) code is able to find my Wifi NetworkInterface on my Windows 7 x64: class WifiAddrTest { IPAddress wifi_ipv4; void getIP() { foreach (NetworkInterface netif in ...
3
votes
2answers
84 views

How to confirm an actor location in a realtime multiplayer game at the exact same time on two devices?

I am trying to figure out how to make a game like Pong in multiplayer. I have two devices that run the same simulation. Now I want to make sure that each of them start at the exact same time and send ...
0
votes
1answer
21 views

Unity3D: Photon syncing physics events

I'm making a billiard game and I wanna implement multiplayer in it. Since updating the movement in every frame is inefficient and laggy, I thought I could remake the events in game happen in all ...
0
votes
0answers
31 views

How would I P2P synchronize a tower defense?

I have a TD game I'm making, and it currently has dedicated servers and user account systems. However, I want to incorporate a matchmaking system into the game, like Bloons TD Battles, and I'm not ...
-1
votes
1answer
65 views

Allow user to load remote assetbundle

How can I change the script to allow the end user to enter a URL, in the game view themselves, instead of me at the back end? Here is the Unity script that I am using successfully to allow me add an ...
0
votes
0answers
53 views

Unity Client + Nodejs Server

I'm working on a multiplayer game, for which I created a custom server using socketio + node js. now i'm in the stage of sending and recieving position of connected players. i want in the gameplay of ...
0
votes
0answers
28 views

Unity3D Photon Multiplayer Movement Synchronization

I'm making a billiard game and I wanna sync the balls' movement. I'm using Photon network and this is my code so far: Vector3 vel; Vector3 angularVelocity; Vector3 pos; void Update() { ...
1
vote
1answer
19 views

Unity 5 Syncvar not working

I have a cube in my scene. I want to change its color and I wanna server and all players to see it in this color. I have attached script on the cube: using UnityEngine; using System.Collections; ...
0
votes
0answers
54 views

Authoritative server netcode with small server load

I read the articles by Gabriel Gambetta about fast paced multiplayer recently, but I still have some open questions. My multiplayer game has the following requirements: Keep server load low, if ...
1
vote
3answers
130 views

What is a cheap (better free) way to make multiplayer in a shooter?

I'm a newbie indie, so I don't have a budget for a game. But I'm making a 3rd person shooter and I need multiplayer for it. It's a mech shooter, so it won't have very fast movements, meaning I don't ...
0
votes
0answers
63 views

Is there a better approach to creating accounts

I'm wondering if my approach to creating accounts is the right track. For some context, I'm using LibGDX and Kryonet to make a light-weight MMO. My idea is for the user to send his/her user/pass as ...
0
votes
2answers
58 views

Would adding delay to inbound traffic give you an advantage in online games?

Wouldn't adding a latency delay to inbound traffic and limiting your download speeds to a low but playable standard give you an advantage in online games, especially shooters? Because wouldn't your ...
0
votes
1answer
41 views

UDP+RUDP or UDP+TCP?

I made a library that enables client-server communication using both TCP and UDP protocols. When game developers on the #gamedev IRC channel (Freenode) knew that, they totally refused the idea. They ...
0
votes
0answers
42 views

Does photon networking or Unet networking support Wifi/Bluetooth multiplayer?

I have a mobile game with unity. I want to add multiplayer mode. E.g When user select wifi mode list all user and play each other. Whats your advice? Can i use photon or unet ? Thanks
0
votes
1answer
40 views

Sending position to .net server unity

i'm working on multiplayer game , witch i created a custom c# server using TCPListner. i need help on the side of if a player connect to the server he will send he's current position every time he'll ...
0
votes
1answer
58 views

real-time multiplayer server, interpolation and prediction validation

I'm building a HTML5 / Websockets based multiplayer canvas game for Facebook and I've been working on the server code for a few days now. While the games pretty simple with a 2d top down, WSAD ...
0
votes
2answers
63 views

Sending Vector3 from Unity to custom C# server

I'm working on a multiplayer game in which the server is a custom C# server. What I want to do is to store the position of each player in my database. In my case I'm sending Vector3 as an object ...
0
votes
0answers
22 views

Stream data from pc to other computer

I'm working on a setup where I have multiple (4) kinects in one room and process the data to a single pointcloud. I want students (that are in the same room) to be able to connect to this stream of ...
0
votes
0answers
37 views

Unity UI Button Not Appearing (listItemPrefab)

Following a tutorial from brackeys (FPS 20) I has the following issue. https://www.youtube.com/user/Brackeys The issue is with joining servers in the 3d fps tutorial . When I host a game in a quick ...
0
votes
0answers
19 views

Interpreting client input at timestamp

I am currently learning what and how snapshots work in networked games. From this website it lists these steps. Most of this I get, but I'm confused on step 1-2. I understand that I receive inputs ...
0
votes
0answers
18 views

send data to specefic client in photon server

in new photon we have clientPeer instead of PeerBase. and in that we have connectionID instead of playerID. so when new client connects I assign a new id to it. but how to send a data to that client ...
-1
votes
2answers
50 views

deprecated unity networking system

I have pretty old half done unity multiplayer project. I made it with the old unity multiplayer system that now has deprecated. now can I complete it with the old unity network? or i need to learn ...
0
votes
1answer
69 views

Quake style snapshot system for an MMO?

I'm making an MMO style game in my spare time for kicks, I've been researching more and more into networking for video games and I've mostly been learning about Quake and Sources networking ...
0
votes
0answers
13 views

photon data connection structure

im searching on photon server documentations that what kind of data can be send and received. in my every message there is a request and data for that request. i can put the message as json format ...
0
votes
0answers
22 views

Synchronize object state in network bubble

This is more of a design question so I'm looking for ideas how to best implement this. I have a multiplayer survival game where I have in-world objects like buildings (fairly static, change rarely), ...
0
votes
0answers
48 views

Unity3D UNET spawn already spawned object without lobby

I am making a multiplayer game but DO NOT want a lobby to be used for a player to join. Players should be able to come and go as they please. Anyways, I have objects that spawn when the player builds. ...
1
vote
2answers
115 views

Network protocol for chat — UDP or TCP

I'm trying to develop a fast-paced multiplayer game. Now I'm using UDP as a transport-layer protocol to communicate between clients and server. But what if I want to implement a chat? Should I send ...
4
votes
1answer
130 views

How to organize messages queue in a fast-paced multiplayer game

I'm trying to develop a fast-paced multiplayer game. I decided to build my own protocol over UDP and now I'm stuck with the following question. The idea of the protocol is very basic and it's similar ...
2
votes
1answer
88 views

2 cameras that each player sees through a different one

Im very new to Networking in Unity 5. Im trying to bring the finished basis for my 2 player, 1 vs 1, turn-based game I made for local multiplayer (both players on same computer) to an online ...
-6
votes
2answers
105 views

Is it definitely impossible for a user to alter data stored server-side in an online game?

Does storing game data server-side definitely prevent cheating related to that data (by altering it, et cetera)?
2
votes
0answers
94 views

Unity Network Animations Not Smooth

I am attempting to learn Unity Networking using the new UNET framework. I have a functioning rudimentary 3rd person setup in which a host and a client can connect to localhost:7777. Animations are ...
3
votes
1answer
87 views

How can I search for players in the same wifi in Unity?

I am creating a game in Unity and I would like to create an ability for players to join the game that others have created on the same wifi. I would like it to be as effortless as possible(e.g. players ...
0
votes
0answers
47 views

Network turn managment issue due to animations

Me and my buddy are working on turn-based multiplayer game, and we encountered a problem that we don't see a nice solution to solve it. So there are two clients and a server, server keeps track of ...
1
vote
1answer
156 views

What's wrong with my food generating code?

This script is intended to produce amount of (food) objects for the players over the network. What should happen is that when a player eats one food, another food object gets created in another random ...
1
vote
1answer
95 views

understanding game networking

I have been working on a real-time game, and am closing in on the point where I send and receive data. I have previously accomplished this before with a couple other test games, but I have never ...
1
vote
0answers
44 views

Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
1
vote
0answers
60 views

Client-side Prediction and Reconciliation for movement

I've explored the concept of client-side prediction with reconciliation quite a bit and there's one thing that puzzles me a lot. From what I've seen in most guides, the flow looks a bit like this: ...
3
votes
1answer
103 views

How to compensate for moving objects with client side prediction?

I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
1
vote
0answers
118 views

Modern examples of Multiplayer Network Architecture [closed]

There's a lot of documentation on Multiplayer Network Models for games from the early 2000's (Quake3, Unreal, Counter-Strike, Source Engine) which go through concepts such as client-server ...
1
vote
0answers
21 views

Where should I put code to be run on the client after connecting to a server?

I'm making a multiplayer game with Unreal Engine, and I need to run some blueprint code on the client after they have connected to the server. This includes creating the HUD widget, uploading the ...
1
vote
0answers
44 views

Instanced based game with multiple node instances

I have a nginx load balancer with 4 nodejs instances behind it, and one Redis server to share certain memory. My game is an instance game, similar to Diablo 2. Players can create "games" if you will ...
0
votes
1answer
81 views

Adding network support

I am trying to implement a simple game "Bulls and cows" in c#. It is a final project of my university course about design patterns. The target of the game is simple - try to guess the opponent number. ...
-1
votes
1answer
96 views

How to merge VRPN and Unity

I'm new to virtual environments, having worked mostly with Arduino and other physical applications. I'm trying to set up VRPN server on one of the computers in my lab to pass some triggers from a ...