multiplayer | : video_game : A multiplayer networking sandbox | Networking library
kandi X-RAY | multiplayer Summary
kandi X-RAY | multiplayer Summary
This project serves as a sandbox for observing how concepts like interpolation, prediction, and reconciliation contribute to multiplayer networking. I learned most of the techniques in this project from two sources: the documentation on Valve's Source Engine, and Gabriel Gambetta's series on Fast-Paced Multiplayer. The implementations are not perfect so feel free to clone the project, play around, and improve on it. :).
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of multiplayer
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Trending Discussions on multiplayer
QUESTION
I just have an try-catch sentence in a multiplayer project in Unity. It basically tries to connect to the server in the try, and the catch is for getting the exception in case it can't connect. My problem is that im trying to pop a message error via the UI when the exception throws, but the code I used in the catch block is not working. In the code below im trying to show the UI with the LogError. Thanks in advance.
...ANSWER
Answered 2021-Jun-07 at 20:38Pretty sure the issue is that this call comes in async so on a different Thread/Task.
Most of Unity API can only be used on the Unity main thread. (Only exception are basically all pure mathematical structs that do not directly influence or rely on the scene.)
Most of the time this is solved via a so called "Main Thread Dispatcher". It looks somewhat like e.g.
QUESTION
Just loaded up a redis server for my backend with ioredis.
I'm learning that if i want to store data in json spec, i gotta use the redisJSON module instead. Since hashes are only string typed and they are flat. However, if im only storing one object per user instance, containing less than 10 fields that are typed string/num or array.. is it better to just use without redisJSON? On one hand, redisJSON can let me query an object on one query. On the other, i can just store multiple datatypes and query between those sets/hash with a consistent naming convention.
Does anyone know whats the better usage or pitfalls with either approach?
the backend serves a websocket for a multiplayer boardgame.
...ANSWER
Answered 2021-Jun-11 at 10:05The answer is it depends and it requires several trade-offs to be made for each project
- Performance: RedisJSON uses a tree structure for storing all elements in a document.
- Comparing to a string: the advantage is that updating sub-elements of a document will be faster than manipulating a string containing a serialised JSON object. But retrieving (reassembling) and writing the entire document will be more expensive compared to Strings. Read more here.
- Comparing to Hash: when manipulating a flat document (1 level deep), RedisJSON and HSET performance are comparable.
- Maintainability: using several native data types in Redis to represent your object can be really performing, but the code will be more complex to maintain. There can be additional migration/refactoring work when the structure of the document is altered.
- Querying: RediSearch will soon add support for indexing and querying the content RedisJSON documents. This is, of course, if your use case requires secondary indexing and querying documents other than with their key. You can still build your own secondary indexing with Redis data structures, but this is also a trade-off in maintainability
disclaimer: I work for RedisLabs, creator and maintainer of RediSearch and RedisJSON
QUESTION
I'm making a multiplayer game on the web using socket.io, but only I've gotten this error on desktop (not on phone).
The Full error is
socket.min.io.js:6 GET http://my.public.ip:8080/socket.io/?EIO=4&transport=polling&t=Ndge5Hh net::ERR_CONNECTION_TIMED_OUT
I Found the xhr poll error by doing this:
...ANSWER
Answered 2021-Jun-10 at 07:33I found out that that the port 0808
was being used by my servers router as a default gateway, so i changed the port and everything worked (:
QUESTION
Goal: Syncronize player position in a multiplayer game in Unity that uses the Mirror Networking API
Problem:
Using the NetworkTransform component the position seems to not be precisely syncronized, both the client and the server sees the player in the wrong position, players tend to fly with no reason
I tried making a separated script:
ANSWER
Answered 2021-Jun-08 at 17:34I understood that the problem was the Character controller I was using, so in the player script I checked if the player had authority, if not I destroyed the character controller, and if i was destroying it on the server I replaced it with a normal collider without physics, so i could still have collisions
QUESTION
I have data returned from api with this format :
...ANSWER
Answered 2021-Jun-03 at 13:09You can show it as a comma separated string in the row by using =>
QUESTION
I'm using Unity 2020.1.3f and Input System 1.0.2 to create a simple racing multiplayer game with MLAPI 0.1.0 but whenever i start an instance of the game after building it and unfocus the window it still detecting my gamepad input (with keyboard does not happen), but when I play the game in Unity's game view and unfocus the editor it does not detect the input anymore. What can i do to only detect my gamepad input when the window is focused?
...ANSWER
Answered 2021-Jun-02 at 15:13QUESTION
I'm new to multiplayer in Unity and I have decided to use PUN2. I was wondering if the singleton pattern would work as there would be 2 player objects at the same time. I am making a street fighter-type game.
...ANSWER
Answered 2021-May-24 at 20:14I was wondering if the singleton pattern would work as there would be 2 player objects at the same time. I am making a street fighter-type game.
The script you provided is a functional singleton design, for the most part. It would absolutely work depending on your intentions for what you want to do with additional instances of T
.
Traditionally in a singleton design any additional instance of T
would, instead of creating a new instance, would instead reference or copy the value of the original singleton instance of T
.
If we compare the traditional definition, I don't believe the design you have provided would be considered working singleton. This is due to the fact it does not prevent additional instances from being created, it simply destroys any instances that pop up, and doesn't redirect attempts of instantiation of new instances to the original instance of T
.
This may be useful in certain situations, and it certainly works, quite well actually.
The only thing I might see as a problem is that, at least in my testing of it, it randomly determines which additional instance to delete. I wasn't able to get it to destroy the same gameobject often when two of the same instance were in the scene at the start.
there would be 2 player objects at the same time
With the singleton-like design that you've provided, any players that derive from the SingletonMonobehaviour
must have different generic runtime types of T
(since otherwise they would be destroyed).
If your intentions are that they should both have the same generic type constraint as each other this design wont work.
If you wanted to have a traditional singleton pattern you may want to consider relaxing the constraint of MonoBehavior
to be more inclusive of other types, or adding an additional constraint to allows anything of type T MonoBehavior
can share a different resource. Such as the example below.
You could implement a singleton design that would allow all scripts to share a resource and prevent new instances with a similar pattern you've provided.
QUESTION
ANSWER
Answered 2021-May-22 at 06:30You have to clear the display in every frame with pygame.Surface.fill
:
QUESTION
I following tutorial here to make the NPC or enemy character chasing the player but the NPC can't detect where the player is. The player is a prefabs that not placed in the scene, it calls when the game start. So when I'm trying another object in the scene and make it as an object to follow by NPC, the NPC can follow it. Please help me to fix it, I'm new to game development. And because its a multiplayer game, can the NPC choose which player to chase?
...ANSWER
Answered 2021-May-21 at 02:04Consider checking every now and then if the player is spawned.
You can do this a couple ways.
This post covers a lot of different ways, I would recommend checking every couple frames.
For example you can find any object by it's tag, name, or even stuff like the components it has on it.
One way you could do it is to check for tag for example.
QUESTION
I'm a student learning HTML and CSS. For a school project we need to make a simple game and I'm currently working on the design of the game lobby.
I wanted to add a moving smoke/fog overlay on top of my background but behind my tables, buttons and everything so I searched for some tutorials and was able to implement this. The only problem I have is that the background with the smoke is underneath the rest of my code. I tried searching for the problem myself but wasn't able to find it.
Here are the fog images
Here is a picture:
It would be amazing if someone could help me find the problem and how to fix this issue!
Here is the DEMO
...ANSWER
Answered 2021-May-20 at 09:48Disclaimer: novice here so take this with a pinch of salt. I've provided a solution below that certainly isn't the most elegant but will help you on your way without altering too much of your code.
- We can take the section of class 'fog' out entirely for the time being to simplify things a little.
- We then take the div of class 'absolute-bg' and place this immediately below the body, making sure that all of your remaining elements are within this div and therefore (visually) 'on top' of your background.
- We then set the 'absolute-bg' class to have a lower z-index than everything else (e.g. -1).
- Next, we can take the div of 'fog-container' and give it two simple CSS properties: position: fixed; top: 0;
- This removes the element from the Document flow and places it in a fixed position relative to the browser window, in this case, top: 0.
- Finally, you want to be able to click-through your div 'fog-container' which now sits 'on-top' of everything else when rendered, therefore, we can add these two properties to .fog-container: pointer-events: none; touch-action: none;
Hope this helps. Elegant, no? A push in the right direction? Hopefully!
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