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2 votes
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This days me and my friend made a multiplayer game in godot. The server is written in go using protobaf. To test the multiplayer, i used ngrok. I know we can use port forwarding but i thought ngrok is ...
ΝΙΚΟΛΑΣ ΜΕΝΥ's user avatar
Advice
1 vote
3 replies
88 views

I am programming a tetris style game in mono and c# that I want to add multiplayer to. It will be both single player and multiplayer. The way I want it to work - I want dynamic lobbies (say 10 of ...
steven soldan's user avatar
Advice
0 votes
6 replies
201 views

I come seeking advice. I'm attempting to make a game with C and Vulkan (no engine). It will be low scope. It has a low-mid poly aesthetic, fairly involved mechanics, and will be multiplayer, ...
Clause's user avatar
  • 59
1 vote
0 answers
50 views

In my multiplayer game using Unity Netcode I’d like to implement a custom transport using Microsoft PlayFab Party. Party gets connected but then Netcode has no connection: using System; using System....
Sanketh S's user avatar
0 votes
0 answers
37 views

I am using netcode for gameobject with relay and lobby for my game with 2 connected players. On mobile devices, when the server goes to background nothing works on the client side since the ...
Geeky Games's user avatar
0 votes
1 answer
212 views

I can't make the multiplayer work correctly, either when I enter the game with the client the client player despawn almost instantly, in both the host session and the client session and I get this ...
traponsix's user avatar
0 votes
0 answers
79 views

I'm facing an issue with a NetworkList in Unity Netcode that used to work reliably but has recently become inconsistent. I populate the list on the server with player data, and it used to sync to ...
Lethion's user avatar
  • 43
0 votes
1 answer
49 views

I'm developing a multiplayer game using Unity and Photon PUN. I've followed this tutorial series to set up player movement and networking. However, I've encountered an issue where the client ...
Noah Bichsel's user avatar
2 votes
0 answers
98 views

I am trying to create an autorative game server that communicates with UDP (C#, running in VSCode), and a game client (Unity). The game server sends and receives packets just fine (checked with ...
Ofir Dahan's user avatar
0 votes
1 answer
165 views

I've found a problem in my code. I have the class Character , which has a property called characterState that is an type of "CharacterState", inside my characterState I have the property &...
Hiran Júnior's user avatar
1 vote
1 answer
140 views

Main Problem I try to make an multiplayer game where I want to interact with widget components in an actor that is set to world space that all users can interact with it. The game is in UI mode most ...
Coocys's user avatar
  • 61
0 votes
0 answers
112 views

I'm trying to add multiplayer to game in ue5.5 and vs2022 v17.12.3 using c++ i can create and destroy session, but when i try to find session i get error to output log: "search result is zero&...
Jonda_MC's user avatar
0 votes
0 answers
44 views

I am trying to make it so that when one of the two players in my multiplayer game interacts with the trigger on an object both players will be teleported to different locations in the scene based on ...
user28706358's user avatar
2 votes
2 answers
143 views

I'm building a multiplayer game using Phaser 3 and Socket.IO. I have two scenes: CommonScene and BridgeScene. Players can move around and see each other in CommonScene, and there's a zone that ...
Corridorer's user avatar
1 vote
1 answer
288 views

My Goal is to replicate a TArray<UHealthComponent*> in a ListenServer configuration for 2 players For more context the TArray is inside of an ActorComponent named ShipStats attached to the ...
Coocys's user avatar
  • 61
1 vote
1 answer
51 views

I needed my bow to rotate towards my mouse, however even though I have attached a client network transform to it and allowed it to synchronize the z-axis rotation, it only works on the host (if I ...
Alexandre Carneiro da Silva's user avatar
0 votes
1 answer
93 views

i'm learning unity photon multiplayer and i need your help with, Player 1 creates room and is sitting in room lobby, Player 2 starts game or is in main menu, enters join room scene, but cannot see any ...
Tejas's user avatar
  • 1
1 vote
1 answer
109 views

This is the first Actor I built for Multiplayer with replication so if you think I should have used another technique tell me. I'm running UE5.4 with two player and as net connection I use listen ...
thacaout's user avatar
-1 votes
1 answer
43 views

I'm developing a two-player multiplayer game with pygame. Here is the server code and client code: <Server Code> import json import pygame # Main module for the game import pyautogui # For ...
이관우's user avatar
0 votes
1 answer
143 views

I am looking for some help getting my game to be multiplayer. I am just getting started with Photon and while I understand why the documentation focuses on things like player movement first I am ...
Doug Ray's user avatar
  • 1,010
0 votes
1 answer
73 views

I'm making multiplayer game nad in code where I'm making pick up and drop item. I'm having error that player.transform.childCount is returning 3 right after i add children another children under ...
Jonda_MC's user avatar
0 votes
0 answers
318 views

I created a project and setup all the necessary stuff for multiplayer with netcode for gameobjects. But one thing that is not working is player movement for clients. It says that client is not owner ...
Branislav's user avatar
0 votes
1 answer
142 views

When a player leaves with a button to leave the lobby he is removed from the lobby and new playes can join. but when a player leaves with alt f4 the lobby still thinks that the lobby is full. How can ...
michal czuluk's user avatar
0 votes
1 answer
69 views

I'm a beginner to unity and just copied the code from someone so I don't fully understand it, but I don't understand what's wrong. I am making a small game with two players. The only code I have is ...
Theo Eriksson's user avatar
1 vote
1 answer
103 views

I am trying to use RPCs to notify the Server in "LiteEntitySytem.PawnLogic" class that setup has been completed in the Client. I tried calling the method called ...
Gabriel Alabi's user avatar
1 vote
0 answers
1k views

I am trying to get a custom unique id of the players in ue5 multiplayer. Here is what I am doing: in the editor I setup with 3 new windows clients and a dedicated server. I create a session in one of ...
user2475096's user avatar
0 votes
1 answer
182 views

When an enemy dies in this game, the following code runs to generate loot if the client is the server: if multiplayer.is_server(): await get_tree().create_timer(0.2).timeout drop_loot(...
Daniel Thompson's user avatar
0 votes
1 answer
87 views

I have this code that spawns a ball and throws it in the direction where the player is looking, later I want to make a system for throwing items from the inventory, but I have a problem with ...
Jonda_MC's user avatar
0 votes
1 answer
575 views

I am developing a multiplayer game in Unity by following the Fusion 2 Shared mode tutorial I'm going to make an online 2D game and I looked up how to make projectiles to make bullets, and found the &...
dlgudwn123's user avatar
0 votes
0 answers
86 views

I am making a multiplayer game using Unity Netcode. When my player object approaches a planet object, I want to parent the player object to the planet so it moves with it. How should I do this please? ...
Podhakkin's user avatar
0 votes
1 answer
104 views

MultiplayerSychronizers keep data updated between players continuously as a game goes on, but is there a way to transfer entire nodes to all the connected clients exactly once? I have a ...
Frasher Gray's user avatar
1 vote
0 answers
731 views

I was trying to create a mechanism to invite friends to the lobby. So to make it work I had to reparent my custom gameinstance blueprint to Advanced Friends GameInstance. After that Find Session ...
Hatach1's user avatar
  • 11
1 vote
1 answer
90 views

When 2 or more players connect to each other, the trees are generated slightly differently for each player. I tried to add Network transform to the prefab tree, but it didn't help and it's still ...
Jonda_MC's user avatar
0 votes
0 answers
112 views

I am currently developing a game that involves multiplayer connection through join codes (similar to Among Us), but am running into an issue. There is no outputted error, yet the application on each ...
Anika Thakur's user avatar
1 vote
0 answers
40 views

It's 2D games Plaftormer such Fire and Water Old Flash game I created a room and a connection to it and after that a level, but when creating characters, their control breaks down if the character ...
Oleh T's user avatar
  • 11
2 votes
1 answer
137 views

I'm making a football game and I want to set the score of both teams to 0 once a new Player joins(it's a 1v1 game so that makes sense). Im using Unity 2022.3.1.16f1 and the latest version of Mirror. I'...
qwertz 321's user avatar
0 votes
0 answers
87 views

I'm going to create a tic tac toe multiplayer game with sockets and cookies, where it can include two players who can choose their own name and color, the game has a play again button that restarts ...
Lunisen123's user avatar
1 vote
1 answer
774 views

In the latest version of Photon Fusion, I'm encountering difficulty setting the player's nickname or username. It seems that the NickName property, which was previously used for this purpose, has been ...
Prakyath's user avatar
1 vote
0 answers
54 views

I'm creating a cooperative on Unity and I'm having a problem using remote calls. At the end of the game, the players send their data to the Master client to process it and determine the winner based ...
gizmo 's user avatar
  • 11
1 vote
0 answers
333 views

I'm exploring the area of ​​multiplayer development using Unity, and I'm using Fishnet for that. I have had a lot of difficulty learning how it works. The documentation hasn't helped me much and the ...
Conrado Saud's user avatar
1 vote
0 answers
46 views

I made some game modes for players to play, so I want to store the room's gamemode in it's custom properties, so the players who want to play the same mode will join the same room it is full, then ...
Emil Coder's user avatar
0 votes
0 answers
27 views

I'm programming a chess-like war game on Godot 4.2.1. I'm currently programming the multiplayer functionality so that I could start coding the game logic (it would be hard to code the logic if you can'...
M M's user avatar
  • 7
1 vote
0 answers
220 views

I’m prototyping a custom multiplayer system with a mesh of game servers, a replication server (only handles data) and state interpolation for the clients. Currently using UE 5.3 built from source. I ...
Jay's user avatar
  • 11
0 votes
0 answers
130 views

I've been working on a simple multiplayer pong game for the browser using javascript but can't for the life of me figure out how to start the game for all players without everything getting desynced. ...
Bart's user avatar
  • 1
1 vote
1 answer
135 views

The explaination is going to be a bit lengthy, please bear with it and any help is appreciated About the Game: Creating a multiplayer air hockey type game with a paddle and a ball. Elements of game ...
DarthCucumber's user avatar
1 vote
1 answer
1k views

Recently hopped on Mirror Networking and having some troubles with commands So, I have some blocks that are instantiated at runtime and they can be clicked. My logic is that when block is clicked, ...
Povst's user avatar
  • 55
1 vote
2 answers
83 views

I'm creating a 3D-multiplayer game and i started using photon. Everything was perfect until i tried to play online. When i enter from another device the variable view.IsMine changes automatically for ...
LIONEL1234's user avatar
0 votes
1 answer
288 views

I tried spawning a prefab I made, and I keep getting the following error message: "NotListeningException: NetworkManager is not listening, start a server or host before spawning objects". ...
B4iT's user avatar
  • 1
0 votes
1 answer
193 views

Introduction: Basically I've been working with Unity Netcode. I got a relay server set up. A lobby system. Basic Movement down. Now I want to spawn a bullet that shoots the direction that the player ...
Bluebean's user avatar
0 votes
0 answers
65 views

I apologize for the wording of my request, but I'm not used to posting questions, and my head is spinning right now. I have a local multiplayer game with split-screen, so I have two cameras in my ...
Nathan Bonelli's user avatar

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