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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0answers
71 views

Strategy for replication via UDP for an MMO game [on hold]

Original question: Assuming I've decided to use UDP on low-level, is there any existing messaging/packets protocol for replication? Or is each game developer making own protocol from a scratch? I ...
0
votes
1answer
24 views

Network jitter, client input to server

I am working on a authoritative client/server game, looking to both Valve and Gaffer to understand the concept. Currently, the server simulates at 20 ticks a second. The inputs received from the ...
0
votes
0answers
14 views

How to design Client-server hybrid hit detection with projectile weapons?

Hybrid hit detection here refers to a architecture where client sends a hit claim to server and server verifies it with a tolerable error limit to confirm the hit or deny it. This technique may work ...
-1
votes
1answer
28 views

Unity (5.4.1) networking: messages guaranteed to arrive?

In Unity (5.4.1). Are Commands, ClientRpcs and SyncVar calls/events guaranteed to arrive? Or are they fire and forget (like UDP protocol)?
1
vote
3answers
46 views

Version Control for Save Data

So I have this tile-based game (something like Farmville). As "tile-based" implies, the save data could potentially become very large. Game saves are stored on cloud, and any change to the save data ...
0
votes
0answers
18 views

Networking in unity

I have a game I developed in XNA (as the client) and a server (that's has little dependency with XNA, which can easily be removed). Currently I don't want to continue developing my XNA game, since it'...
0
votes
0answers
23 views

Creating custom Networking for Unity

I have a server and a client set up with UDP and they can exchange messages in string format but how would I go from this to allow updates to gameObjects and scripts my thought would you would do ...
0
votes
2answers
72 views

Best approach to implement server authority in client/server game

I am currently trying to create a 2D game with a client/server model, and was wondering how I could implement the server's authority over the client (when client moves, prediction happens, and server ...
0
votes
0answers
21 views

Multiplayer using Unity 5.4.1: Commands, ClientRpcs and SyncVars

I'm making a network game using unity. I am wondering about the following: Are Commands, ClientRpcs and SyncVars guaranteed to be executed when called, or are they fire and forget?
0
votes
0answers
10 views

Unity - How to set network identity not spawning on level start

I am trying to make a non-player object in my multiplayer game, I have my script and Network identity component attached. When I start the game, the host sees it where I have placed it, but the client ...
0
votes
0answers
38 views

RakNet Connection error

So I am trying to use RakNet to connect my server and client, and I created a minified client that should just connect to the server and exits. The ports bind just fine but the connection packet never ...
1
vote
0answers
28 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
46 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
16 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 ...
1
vote
1answer
44 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
29 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
52 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
40 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
110 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
48 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
36 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
69 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
92 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
41 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
40 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
57 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
137 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
65 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
63 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
58 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
72 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
61 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
78 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
76 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
46 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
22 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
30 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
55 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
73 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
16 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
59 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
125 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
140 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 ...
1
vote
0answers
38 views

Multiplayer game for iOS

I am planning to make a multiplayer 3d game using server-client model, which is similar to Marvel Champion Fight. Is there anyone who knows how to set up server, which stores information of all ...
3
votes
1answer
111 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
115 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 ...
4
votes
1answer
103 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 ...