Played by multiple players, cooperatively or competitively, locally or remotely.
1
vote
0answers
13 views
Camera follows object and has a target object on the y-axis
I have two capsule objects in a split screen shooter. At this moment, the first camera follows player one, and has the target player two. The second camera follows player two, and has the target ...
0
votes
0answers
20 views
Building Online Multiplayer [on hold]
I am an amateur programmer who wants to start developing simple (2d) games for online multiplayer. What software is best suited to this?
0
votes
0answers
9 views
Network identity objects are disabled in Unet
I am loading an additive scene thorugh this code across network at all clients:
[ClientRpc]
public void RpcLoadLevelAcrossNetwork() {
//NetworkServer.SetClientNotReady()
...
1
vote
0answers
13 views
Additive scene loading to UNet
I have a main scene where my player is loading as I start or join the server. On some player action, I want to load additive scenes in to my main scene. It is loading fine on the client, but not ...
0
votes
0answers
16 views
Client interpolation without smoothing
I've implemented interpolation in a HTML5 real-time multiplayer game (basically with entities jumping).
So the main way is to interpolate/smooth, only by using the timestamp of the server:
In one ...
0
votes
0answers
40 views
Very simple multiplayer raid question
I have been learning JavaScript for about 3 months. I've been building a basic single-player idle grind game. The idea for a multiplayer part is simple:
Join a clan
leader starts a raid
4 other ...
1
vote
0answers
28 views
Multiplayer architecture of shooter games
I've a doubt about synchronization on multiplayer games. In the case of the architecture of a game is like this:
Client tells to the server is shooting at this position, then the server simulates the ...
0
votes
2answers
63 views
Where should multiplayer games start? Client or server? [closed]
I'm starting to make a small multiplayer game, and even though I have experience with games and networking, there's just one thing that keep me from making this.
The question is: When starting a ...
-1
votes
0answers
44 views
Creating a custom network manager in Unity
I just started to learn UNet over the internet, but it is quite frustrating trying to keep track of learning fundamental things easily. I want to make a server through my custom code without using the ...
0
votes
0answers
45 views
How to access network player from internet
I just followed a guide about basic UNet tut Here, Its spawning network car player which can be controlled by local player. I can make or join server through Network Manager HUD which is provide by ...
2
votes
0answers
21 views
How Do You Handle Timed Events In Prediction/Reconciliation Client Model?
I'm currently designing and implementing a multiplayer game server for a fairly basic 2D tile game (somewhat similar to old Zelda games like LttP). The PvP aspect of this game involves fast paced ...
1
vote
0answers
15 views
UNET (Multiplayer) calling [command] function twice
I am playing around with UNET but stuck into this weird problem/scenario while testing on same machine (unityEditor and buildRun to create "2 players/instances"
The problem is weird interaction of [...
0
votes
0answers
9 views
Wwise and unreal engine4
I create a 2-4 player splitscreen game with vehicles. How do I instance the vehicles sounds? But have them set different rtpc values?
I could copy past every event and stick an other rtpc value to ...
1
vote
0answers
27 views
Multiplayer game, client side prediction problem
I have been following this guide http://gabrielgambetta.com/fpm1.html for my 2D platformer multiplayer game.
However I can't do client side prediction in my game. I'll try to make an example.
[...
0
votes
0answers
22 views
How to tweak multiplayer sync performance with PUN?
I'm rebuilding Rocket League in Unity for fun. I'm using Photon Networking for the multiplayer part. Now I've got the problem, that my cars are either lagging or not accurate enough in multiplayer. ...
1
vote
0answers
37 views
Network without Server: NAT punchthrought
How do i make 2 players connect and play together ?
Assumptions:
1) Game has no server.
2) Player only has 1 computer.
3) Player cannot configure his router or open a port.
4) Player does not want ...
3
votes
0answers
36 views
Balancing players between air/land fields in a PvP match
Background:
In my game there are two teams per PvP match, and those two teams are further divided into air/land fields. Each team has 12 players on the ground and 6 patrolling the sky. The goal of ...
0
votes
1answer
60 views
Unity / NodeJS Projectile synchronization
I am working on a MOBA game similar to League of Legends. I am building the game server system in NodeJS/Socket.IO but I'm running into issues on figuring out the best way to handle projectiles (aka ...
0
votes
0answers
50 views
Best way to connect multiplayer users with each other (matchmaking) on a low powered server?
OK so I am using unity to make a multiplayer game, but I'm not sure how to connect players with each other over the internet.
Unlike other questions, this isn't a general problem of working out how ...
0
votes
0answers
14 views
Applying force to Client Predicted Player Object?
I am working on a Multiplayer game at the moment. And the client side prediction and reconciliation are working perfectly. However, I now want to do it so that one player can push another and apply a ...
0
votes
0answers
22 views
Unity2D: Synchronsing Game start - Cross platform multiplayer game
I'm following this tutorial on Raywenderlich about creating a cross-platform multiplayer game, right now I am finally at the last part of the tutorial, but I'm stuck at synchronising the game start ...
0
votes
0answers
35 views
Expanding a basic matchmaking system
I'm looking to create a matchmaking "app" to match 2 players. I have had no game development education or what so ever, all my knowledge comes from googling, looking at existing games / documentation ...
0
votes
1answer
37 views
Libgdx Application terminate in an unusual way
I am developing simple multiplayer game using libgdx and box2D. And Im getting error below.
This application has requested the Runtime to terminate it in an unusual way.
Please contact the ...
0
votes
0answers
83 views
Unity Multiplayer non-player object destroy
I am trying to create a 2D top down multiplayer game where the players move and pickup objects.
Below is the spawning of 6 pick-up objects on a random 2D position. This script is attached to a game ...
1
vote
1answer
40 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
vote
2answers
116 views
How should I handle MMO Enemies
I have some NPCS protecting a treasure room in a friendly building. But if the player comes close they turn hostile. I don't know if the NPCS should attack everyone when triggered or only attack the ...
0
votes
0answers
76 views
How to stop a host from the client script?
I am developing a two player multiplayer game. Since its only two players, I don't want to keep my connection open if a player disconnects.
Now this works well from the host side, through usage of ...
1
vote
1answer
41 views
How to handle edge cases for a cell divided multiplayer world?
The most common practice that I read about for overcoming floating point precision in video games with large worlds is by dividing the world into cells and load it with player's position and shift ...
0
votes
1answer
49 views
How to sync a LineRenderer in a multiplayer game?
After a lot of searching online, I have come here as a last resort for my problem.
The question says it all. How to sync a LineRenderer?
One answer I found was to use a ClientRpc. I tried it with no ...
0
votes
0answers
41 views
Unable to perform any actions on non player object spawned in a network
Ok, so here's the problem. I am making a 2d two-player multiplayer game.
A player can shoot the other player through his normal capabilities or using a special power. One such special power is like ...
0
votes
1answer
149 views
What exactly is a lobby in technical terms?
I've searched afar in google but it seems to have different technical meaning for different games and game engines.
what I know is a lobby is a space where people come together and then when certain ...
1
vote
1answer
25 views
Interpolation UNITY taking longer than expected
I'm trying to do multiplayer interpolations with the lidgren network (UDP) but the interpolation is taking longer than expected and the message queue is getting full. It's been a week and I still can'...
4
votes
1answer
75 views
Unity-Sharing values between functions invoked by buttons and the rest of the script
Ok so, here is the problem.
I am doing a multiplayer 2D game using UNET.
I have a script that kind of helps a player select an avatar to play with. The avatars are listed as a scrollview of buttons. ...
2
votes
1answer
34 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
0answers
115 views
Node.js have multiple game rooms
How do I make multiple game rooms with different gamerules in my server (for example, having 3 ffa servers with a limit of 500 players and 2 tdm servers with a limit of 100 players). Here is my ...
1
vote
1answer
56 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 ...
1
vote
1answer
74 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 ...
3
votes
2answers
124 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
105 views
Recommended polycount for a MMORPG character
"How much polygons is too many for a MMORPG character?"
I did some research and found a few discussions about the matter. But the answers I found was mostly "Polygons has nothing to do with ...
0
votes
1answer
124 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 ...
1
vote
1answer
185 views
Why does my custom network Manager disable the main one
Whenever I add a custom Network Manager to add functionality to and override it's functions, the main NetworkManager got disabled so I could not see the NetworkManager HUD or start matches. It there a ...
0
votes
1answer
96 views
Syncing Sprites themselves over a Network
Ok, just found out I can't use [SyncVar] for a sprite gameobject. Furthermore that, [SyncVar] works only on simple values. My question is How would I go about syncing a Sprite over a network?
To ...
0
votes
1answer
84 views
Server and client showing different spawned object - How do I unify them?
I have overridden OnServerAddPlayer and put some custom logic in place to set the rendered prefabs color. Something like this:
var playerCount = NetworkServer.connections.Count;
if(...
0
votes
1answer
133 views
Controlling spawn properties and overriding NetworkManager in Unity
I'm trying to find the best approach to controlling the spawn process in a multiplayer unity game.
Having looked over the docs, I have a NetworkManager and it's easy enough to set a player prefab and ...
1
vote
3answers
402 views
Multiplayer game servers architecture
I'm trying to create MMORPG with huge world divided by chunks. I was thinking a lot about servers architecture. I don't want my main game server to have direct access from clients and I do want to ...
0
votes
0answers
60 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
142 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
2answers
236 views
LAN multiplayer game for desktop and Android in Unity 3D
How can I add an option "Multiplayer on LAN" to my desktop and Android game? I am using Unity 3D, and I am currently building a chess game.
Just give me the source or a specific path that I have to ...
0
votes
1answer
120 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
1answer
77 views
Unity2D Multiplayer - Spawning player at user's end
I am currently into a 2d mobile multiplayer project. Its going to be a 2 player game for now. So the host and the client are the only players.
I am using Unity 5.4 and the default multiplayer ...