Questions tagged [multiplayer]
Played by multiple players, cooperatively or competitively, locally or remotely.
869 questions
0
votes
1
answer
35
views
Godot Multiplayer Player Doesn't Spawn
Godot Version
4.5 Stable
I'm trying to create a multiplayer game. Since this is my first multiplayer game I started with a simple LAN setup.
How it is supposed to work:
When ...
0
votes
1
answer
103
views
Color is changing in multiplayer without explicit syncing
In netcode for GameObject, network object script is used to make it networkable which means if the object instantaited it will appear on all clients. Network Transform allow you to sync the transform ...
0
votes
1
answer
96
views
How can I get Unity multiplayer hosting as affordable as possible?
What are my options with Unity to host a multiplayer server as cheap as possible? Preferable if it's also avaliable in Russia.
0
votes
1
answer
284
views
How can I test my game using steamAPI without steam?
I'm trying to create a game with multiplayer in mind. I followed through with the steam documentation to try and get everything set up including making sure I have the test app ID ...
0
votes
0
answers
55
views
multiplayer game using express(for login, registration etc..) and socket.io(for game-actions) what is architecture and how to scale it horizontally?
Hey please sorry if I sound dumb and correct me!
So, I am building multiplayer game using react.js,express.js and socket.io and now really want to deploy after building so and also i want to make my ...
0
votes
0
answers
57
views
Drifting local time vs server time synchronization
Imagine a server sending you (the client) game snapshots each 30ms.
Your interpolation time is set at around 100ms, so ideally you are interpolating between 4th and 3rd snapshot, so by the time you ...
0
votes
1
answer
112
views
Storing hero stats: Database vs ScriptableObject (MOBA game)
What are the pros and cons of storing hero stats (health, velocity, stats for abilities) in a database versus ScriptableObjects for my MOBA-like game? I would like to be able to constantly update hero ...
1
vote
1
answer
435
views
Do server reconciliation and rollback refer to the same thing in multiplayer game networking?
I'm trying to understand the distinction between server reconciliation and rollback networking in games. From what I understand, both involve receiving snapshots from the server and replaying player ...
1
vote
1
answer
216
views
How To Deal With Time for Entity Interpolation for Multiplayer Games
I am currently trying to make a simple multiplayer game but had a little bit of trouble implementing client-side entity interpolation for entity movement. For some context, I am aiming to make a ...
0
votes
1
answer
161
views
Checking combat on the server to prevent cheating - how to keep two codebases in sync?
I'm making an idle game with semi-multiplayer.
My game uses Unity as a client and as a server Unity Gaming Services (UGS) C# Cloud Code Modules with UGS Cloud Save, this server is non-persistent, ...
0
votes
0
answers
66
views
Should I be adding a database functionality for my game rooms?
I'm a little confused on when it's needed to bring in Mongo or MySQL in a web browser multiplayer card game.
Here's my plan so far: I'm using React, Node.js, Express, and Socket.io. I'm having the ...
0
votes
1
answer
238
views
Normalized coordinates not translating to screen coordinates the way I need them to
I am making a simple game in C# using pictureboxes. I want to move a picturebox on a form. Once this picturebox is placed in a new location, I normalize its X,Y coordinates between [0, 1] and then ...
0
votes
1
answer
102
views
How to create mobs for mmofps and synchronize their animation, movement, actions with all players?
Help me grasp the concepts of mobs and in game events that the world should control in terms of multiplayer games.
I want to create some test game in browser for players to run and shoot mobs. I want ...
1
vote
0
answers
144
views
When to use the same class for both client and server versions of an object, vs. when they should differ
I am learning about networking for game development and need some insight.
My knowledge of Unreal Engine is that it uses RPCs and replicated variables for actors. I also know that Unity has Networked ...
0
votes
1
answer
109
views
Game object ownership not transferring and getting destroyed with the master client
I'm using photon pun. I have a spawner script which instantiates the eatables in the gameplay and right after the instantiation, im transferring its ownership to null. The instantiated game objects's ...
1
vote
2
answers
473
views
How to make real-time pvp game where both players perceive in-game time normally while actual relative time-flow speed between them is different?
I was thinking about making a real-time (not tour-like) PvP game where both players among other attributes would have 'speed' attribute that would define their movement and attack speed.
But because ...
0
votes
0
answers
67
views
OnServerSceneChanged not executing
I've been trying to make a multiplayer game with mirror networking. The Network Manager works correctly when it comes to changing the scene, but the ...
0
votes
1
answer
81
views
Can 'hotseat multiplayer' refer only to turn-based games?
According to Wikipedia, "hotseat" is a multiplayer mode of only turn-based games. But can one use "hotseat" to describe a one-screen real-time multiplayer game?
E.g., a game ...
0
votes
1
answer
124
views
how to load all players once?
In tera online when you enter a battleground or go into a city with hub with hundreds of players all in one place, The game has to download the faces, hairstyles... armors and weapons of every single ...
1
vote
0
answers
116
views
How would you authenticate requests for player specific data in a server authoritative game?
I am creating a server authoritative game that uses a public game service API to manage player specific data in the game. The client will authenticate with the auth server, get a token, then use that ...
1
vote
1
answer
1k
views
"Graphics device is null" error on a Linux dedicated server build
In my project I am trying to build a dedicated server build to deploy to Multiplay hosting services.
Build target is Linux OS,build settings are default, scripting backend set to IL2CPP.
When ...
0
votes
1
answer
177
views
In online multiplayer games, can we transfer a player between two local (or even distant) servers while game processes are running on both servers?
Brief intro 1: about me:
I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
0
votes
1
answer
513
views
How to implement WebRTC in a Godot project that already has communication through WebSockets?
I'm currently working on a fast-paced multiplayer sports game using Godot. The players' movements and actions are already being synchronized with WebSockets and Channels using a Node.js server. I now ...
1
vote
0
answers
203
views
Is it unethical to implement multiplayer AI that pretends to be a real player to prevent the empty-server problem? [closed]
I am currently working on a multiplayer game. I have recently gotten more aware of the problem that as an indie multiplayer game that offers matchmaking, my game might very quickly fall victim to a ...
0
votes
1
answer
247
views
How to modify single-scene ECS setup to support multiple local players in different scenes?
I'm currently developing a game in Monogame / C#. I have the underlying game engine set up in the following way:
Entity/Component/System architecture
A Scene includes a map, cameras, and a list of ...