multiplayer

Additive scene loading in Unity Networking-UNet

做~自己de王妃 提交于 2019-12-30 08:01:53
问题 Short Description: I am loading an Additive Scene in my Main scene , its loading fine but Additive scene's GameObject (that contain Network Identity Component) are becoming disable . Details: I am loading an additive scene through this code so that an additive scene become load into my server and all clients which working fine: [ClientRpc] public void RpcLoadLevelAcrossNetwork() { SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); } Although it has loaded my scene into clients

Google Play Games Realtime multiplayer: Getting participant Id and storing it to a string

我只是一个虾纸丫 提交于 2019-12-30 06:50:06
问题 I am trying google realtime multiplayer for the very 1st time in my unity game. QuickMatch is working just fine, I mean I am able to get the connected participant's ID and store it to a string using: string MyId = PlayGamesPlatform.Instance.RealTime.GetSelf ().ParticipantId; //string frndId = PlayGamesPlatform.Instance.RealTime.GetParticipant (); //Get all opponent's ID List<Participant> playerIDs = PlayGamesPlatform.Instance.RealTime.GetConnectedParticipants (); if (MyId == playerIDs [0]

Built-in Multiplayer in Unity3D without a Server?

心已入冬 提交于 2019-12-30 04:50:07
问题 I heard Unity3D has a Built-In Multiplayer functionality and it can provide the service without a server . But I couldn't find any information about it, all the turtorials I found were just about working with Photon(PUD) or Google Services. I know Photon is good, so I just started to study it and have a plan to use it. However I still want to write some very simple apps not using servers, something like One VS One Rock Paper Scissors game. Using Photon must be better on performance but in

How to accept an invitation in Game Center

筅森魡賤 提交于 2019-12-30 04:49:24
问题 I'm trying to implement invitations with Game Center and there's one thing that i don't understand. Ok, i've sent an invitation from one device to another. Then i have an UIAlertView on receiver which asks me i would like to accept or decline the invitation. when i accept it it is handled like this: [GKMatchmaker sharedMatchmaker].inviteHandler = ^(GKInvite *acceptedInvite, NSArray *playersToInvite) { // Insert application-specific code here to clean up any games in progress. if

Apache with Comet Support

让人想犯罪 __ 提交于 2019-12-29 09:24:46
问题 I'd like to build a multiplayer web game application in which it supports chat. I presume the application will have to handle hundreds of simultaneous connections. I'm planning to host my application in a shared web hosting, which has these limitations (most likely similar to PHP + Comet (long-polling) scaling / hosts): It does not seem I can change the web server. Most likely it's using Apache. Supports MySQL 5, PHP 5.3.x, Perl, Python, Ruby on Rails, CGI (To be more precise, I'll be using

Google Play Games Services - Realtime Multiplayer - STATUS_CLIENT_RECONNECT_REQUIRED

↘锁芯ラ 提交于 2019-12-29 08:41:20
问题 I am trying to implement a real-time multiplayer in my Android game using the Google Play Games Services but I am facing an issue when the onRoomCreated method, that I overrided, is called. @Override public void onRoomCreated(int statusCode, Room room) { if (statusCode != GamesStatusCodes.STATUS_OK) { stopKeepingScreenOn(); showGameError(); return; } roomId = room.getRoomId(); showWaitingRoom(room); } The status code is always different of GamesStatusCodes.STATUS_OK and actually equal to 2 (+

java.io.StreamCorruptedException: invalid stream header: 00000001

此生再无相见时 提交于 2019-12-29 08:23:14
问题 I keep getting this get this Exception : java.io.StreamCorruptedException: invalid stream header: 00000001 Server side I used this to send and receive int, works fine. Server: new DataOutputStream(player1.getOutputStream()).writeInt(P1); Client: dataFromServer = new DataInputStream(socket.getInputStream()); dataFromServer.readInt(); But when I try to send an object, like this, it gives the error. Server: new ObjectOutputStream(player2.getOutputStream()).writeObject(gameCrossword); Client:

How to send an alert message to a special online user with firebase

随声附和 提交于 2019-12-28 12:45:27
问题 I'm trying to make a "FourConnect"-game with javascript. I want, that there is a list from all online users. This list I've made with the example on the firebase site. Now I want that I can choose one online user and send them a invitation to play with me. So I wrote a function, that all users expect of me have an additional div. When I click on the div this special user should get a confirm box to say okey or cancel. If the user clicks okey the play should begin. I'll save the name and the

onClick Multiple Buttons at once multitouch

て烟熏妆下的殇ゞ 提交于 2019-12-25 11:52:12
问题 Im programming a little game where two Players have to click some Buttons it works pretty good if there is only one player, but when the other player is also playing his part of the game then the Buttons dont do anything. How can i enable Multitouch so that 2 Buttons can get clicked at once ? EDIT: Here is some Code: Layout XML <ImageButton android:id="@+id/game1_player2" [...] android:background="@android:color/transparent" android:src="@drawable/player2_countdown_1" android:onClick=

GoogleApi Real Time Multiplayer pushing updates

我只是一个虾纸丫 提交于 2019-12-25 09:05:47
问题 i am using the Google Api to create a Real Time Multiplayer - Top down shooter game with libGDX. Player positions are send over "sendUnreliableMessage" on every call of the "render()" method : render() called. "Device A" sends the local Player position (x, y) and the moving direction over "sendUnreliableMessage". "Device B" recieves the message. Interpolates between the last position (x,y) and the new position (x,y). "Device B" moves the local enemy Player to the new positions. (Interpolated