multiplayer | Unity multiplayer packages and samples | Game Engine library

 by   Unity-Technologies C# Version: Current License: Non-SPDX

kandi X-RAY | multiplayer Summary

kandi X-RAY | multiplayer Summary

multiplayer is a C# library typically used in Gaming, Game Engine, Unity applications. multiplayer has no bugs, it has no vulnerabilities and it has medium support. However multiplayer has a Non-SPDX License. You can download it from GitHub.

Unity multiplayer packages and samples
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            kandi-support Support

              multiplayer has a medium active ecosystem.
              It has 1325 star(s) with 204 fork(s). There are 732 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              multiplayer has no issues reported. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of multiplayer is current.

            kandi-Quality Quality

              multiplayer has 0 bugs and 0 code smells.

            kandi-Security Security

              multiplayer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              multiplayer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              multiplayer has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              multiplayer releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

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            multiplayer Key Features

            No Key Features are available at this moment for multiplayer.

            multiplayer Examples and Code Snippets

            No Code Snippets are available at this moment for multiplayer.

            Community Discussions

            QUESTION

            How to check if a number of both synchronous and asynchronous javascript promises have completed
            Asked 2022-Mar-25 at 05:33

            I am new to using promises in javascript and I just cannot seem to get something that (I think) should be fairly basic working.

            I am writing code for a turn-based game where during a player's turn, a number of things happen of which some are asynchronous (for example animations using setInterval), while some are vanilla synchronous code. What I am trying to do is to determine when ALL of the functions required during a player's turn have completed, so that I can switch turns to the next player. The client side is pure HTML5/CSS/JS (using the canvas API for animation), while the back-end is PHP 8.1 and MySQL5.6 in case it matters.

            The relevant functions of my current code look like this:

            ...

            ANSWER

            Answered 2022-Mar-25 at 05:33

            You're not using promises correctly. (That's understandable, they're confusing). Specifically, you're:

            1. creating empty Promises
            2. misusing then().
            Creating empty Promises

            Currently, your promise is being created and resolved immediately.

            When you create a promise, you pass it a function with a parameter (which is itself a function) named resolve. The promise get completed when you call that resolve parameter. That Your asynchronous code needs to go inside this function, because you need to call resolve() it only after your async code is done - or you can use a hack to get this function and call it elsewhere.

            then()

            When you call .then, you're simply adding another function or promise that uses the return value of the previous promise in the chain, after that promise resolves. Since your promise has already resolved, the then() executes and returns immediately, not doing you any good.

            So how do you fix it?

            Your code is a little difficult to stuff inside a promise, so you can use a little trick to resolve promises externally and combine it with async/await.

            Let's look at implementing this for sendAction:

            Source https://stackoverflow.com/questions/71611521

            QUESTION

            Unintended player movement from transform.InverseTransformDirection
            Asked 2022-Mar-23 at 07:51

            this is my first time posting on here. I'm working on a game using the new Unity multiplayer networking solution. In summary, the issue is that the player is not moving as intended.

            I am trying to take player input as follows:

            ...

            ANSWER

            Answered 2022-Mar-23 at 07:51

            I think you want to go the other way round actually!

            Transform.InverseTransformDirection converts a vector from world space into local space.

            What you get as input however is a local vector on the XZ plane. You want to apply this direction according to your player objects orientation, if e.g. pressing right (your input is 1,0,0) the object shall move towards its transform.right vector.

            So you rather want to convert in the opposite direction into world space to move the object in the Unity world space.

            You should rather be using Transform.TransformDirection!

            Source https://stackoverflow.com/questions/71580880

            QUESTION

            Character selection and uploading characters to the scene with photon pun2
            Asked 2022-Mar-18 at 02:15

            I'm trying to develop a 3D multiplayer game with Unity. I don't know much about Photon, there are similar questions to the one I'm going to ask, but I still haven't found a solution. I will be glad if you help. I have two scenes named "menu" and "game". In the menu scene, users make character selection after authenticating with playfab. After completing the selection, they connect to the lobby and set up a room and load the game scene. So far everything is successful. However, when the game scene is loaded, I have difficulty loading the characters selected by the users into the scene.

            Here is the code file where I make the users choose their characters:

            ...

            ANSWER

            Answered 2022-Mar-18 at 02:15

            Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.

            Source https://stackoverflow.com/questions/71516468

            QUESTION

            How to design a GSI for this DynamoDB table?
            Asked 2022-Feb-20 at 03:54

            This is a sample question for an AWS certification that I'm trying to clarify in my head. The question is asking that In order to be able to create a leaderboard where I can query the TopScores by User or by Game, I need to update this table to support this new ask:

            ...

            ANSWER

            Answered 2022-Feb-20 at 02:14

            Think about your access pattern. If the score is made the partition key you have no way to express the query for top scores of a given game. Just because the attribute is projected doesn’t mean it’s suitably indexed.

            Source https://stackoverflow.com/questions/71190720

            QUESTION

            Unable to pass back a value from the RG popup dialog
            Asked 2022-Jan-25 at 13:37

            So I am trying to get a value out of an rgPopupPage which I have set as a property of list.

            I am calling the popup page as such.

            ...

            ANSWER

            Answered 2022-Jan-22 at 21:28

            Ok So I figured it out as such the best approach seems to be.

            In my Calling Popup I have this. Ie on my Button close

            Source https://stackoverflow.com/questions/70817095

            QUESTION

            "Using MLAPI" gives error message, even when I have MLAPI installed
            Asked 2022-Jan-24 at 13:48

            I have MLAPI (https://docs-multiplayer.unity3d.com/docs/migration/install/index.html) installed with Tanks multiplayer (https://assetstore.unity.com/packages/templates/tutorials/tanks-multiplayer-mlapi-photon-mirror-69172#description), and when I import the tanks multiplayer code for MLAPI, I get the error: "error CS0246: The type or namespace name 'MLAPI' could not be found (are you missing a using directive or an assembly reference?)", even though it is installed, and I don't know what to do

            image of error message

            image of the packages

            ...

            ANSWER

            Answered 2022-Jan-24 at 13:48

            you need to import MLAPI like so using Unity.Netcode;

            Source https://stackoverflow.com/questions/70626434

            QUESTION

            jpackage linux creates insufficient desktop file
            Asked 2022-Jan-20 at 23:05

            I just started using jpackage and it is a really great tool. One single step takes a lot of work off my shoulders. The more surprised I am about something that looks hardcoded and cannot be customized?

            JPackage automatically generates the launcher (lib/.desktop file), and the deb package automatically installs it such that all users can launch the application. But as soon as it is launched, another icon pops up in unity. I expected that the existing icon is marked as running.

            According to Ubuntu DEB installer makes all Java applications have the same icon we just need to ensure the .desktop file contains the correct StartupWMClass. Using xprop I found out this value is based on the fully qualified class name responsible for the window - which makes absolute sense.

            So how can I tell jpackage which StartupWMClass to set in the generated .desktop file?

            Edit: To complement Bodo's comment I will show how I call jpackage. In fact I am not running a command line myself - instead I am using the maven plugin configured as:

            ...

            ANSWER

            Answered 2022-Jan-20 at 23:05

            So finally I found a possibility to have the right packaging.

            You need to override the JPackage internal template and provide your own .desktop file. This can be done by overriding JPackage resources.

            It means you create a resource folder with the correct .desktop file inside, specify the resource folder on the JPackage command line and the correct package will be created.

            Source https://stackoverflow.com/questions/70420618

            QUESTION

            Can't connect players in GameKit using GKMatchmaker.shared().findMatch
            Asked 2022-Jan-14 at 15:11

            I'm trying to connect two players with each other using GameKit in a very simple game. I want to use GKMatchmaker.shared().findMatch as I don't want to show any GameCenter related view controllers. (to keep it simple)

            Problem:

            Even though GameKit creates a match after finding two players, an error occurs that prevents either player from sending any message to the others.

            Current Situation:

            The basic code is as follows (based on the docs described here: https://developer.apple.com/documentation/gamekit/finding_multiple_players_for_a_game)

            ...

            ANSWER

            Answered 2022-Jan-14 at 15:11

            here is a working example for you. open on two machines, make sure both are authenticated, press "findMatch()" on both machines (and wait for confirmation), then ping baby ping

            i believe the "no inviteDelegate set yet" error doesn't mean the match making necessary failed, and can safely be ignored, as mentioned here

            you'll want to implement more of the GKMatchDelegate protocol, but this is a skeleton for demonstration purposes

            Source https://stackoverflow.com/questions/70586616

            QUESTION

            Javascript, Phaser3, Socket.io Player Starting Position Not As Set, Multiplayer
            Asked 2022-Jan-08 at 11:47

            Code Context:

            • Phaser3

            • Socket.io

            • Multiplayer game similar to Agar.io

            • On socket connection, server broadcasts: player id, skin, x pos, y pos, "mass"

            • Server also sends previous room data on connection for player

            • Client creates sprites from data "point 4" declares, renders and stores copy locally

            • Position is emitted when Phaser3's update() function loops

            Issue:

            • When creating the sprites, creates them all in one spot and not at the randomly assigned x,y coords

            • (could be separate issue) it seems to render the sprite twice, one of which don't move with controls

            server.js:

            ...

            ANSWER

            Answered 2022-Jan-08 at 11:47

            Well the double drawing is due to the call of socket.emit('loadUniverse',...); since the player gets to create the player sprite twice (the first time socket.emit('client',...);).

            The rest seems fine, at least my recreated demo, with your code.

            btw. 1: You could check the default phaser libraries / functions. Phaser has many helper functions, like for example:

            btw. 2: a compact phaser multiplayer game tutorial can be found here https://gamedevacademy.org/create-a-basic-multiplayer-game-in-phaser-3-with-socket-io-part-1/ uses phaser headless on the server side. Just if you want to se an other approach

            Source https://stackoverflow.com/questions/70627038

            QUESTION

            Socket.io, Broadcast Emit, Seems To Use Only Latest Socket Connected
            Asked 2022-Jan-05 at 22:52

            I've been doing a lot of reading on how different people implement socket.io in their multiplayer games so that I can use it in mine. Granted, I'm a noob with the networking layer for this and I desperately need to learn.

            Code Context:

            -Using Phaser3

            -Multiplayer game

            -Load all existing players

            -Broadcast player joined

            -Update player position <--- My issue derives from here

            Issue:

            -Seems to only update position of the newest socket that joins and broadcasts it

            -Might not be important but incoming socket.id seems to replace the last socket.id it was set to as id, and I think this since the argument for "run this if incoming socket is not equal to your socket" does not run

            -In general, not updating the state of other players in game (not moving the others)

            server.js:

            ...

            ANSWER

            Answered 2022-Jan-05 at 22:52

            In this handler in the client where the client is being notified that another client has joined:

            Source https://stackoverflow.com/questions/70600472

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install multiplayer

            To try out samples in this repository all you need to do is open sampleprojects/ in Unity. If you wish to create a new Unity project using these packages that is also possible.
            Make sure you have a supported version of Unity (2019.3 or newer)
            Create a new Unity project
            If you want to use the NetCode, add Unity NetCode from the package manager.
            If you want to use the transport but not NetCode, add Unity Transport from the package manager.
            Package dependencies will automatically be pulled into the project

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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