multiplayer

Google-Play-Services: Creating custom waiting room UI

a 夏天 提交于 2019-12-01 08:50:42
I am about to implement a real-time-multiplayer for my android application with the google play games services and got some problems to listen to room updates. Iam not that experienced, so please forgive the possible understanding problems. My intention is that I need to get informed, if anybody has joined my recently created room or created another room himself with the same variant as my room. I have tried to listen on the RoomStatusUpdateListener, but after I created a room, this listener never get called and I wonder why. What does get called, is the RoomUpdateListener, but it contains not

How to tell the host from the client in iPhone bluetooth with GameKit

余生颓废 提交于 2019-12-01 07:29:16
问题 I have made a multiplayer game using the GameKit Framework where 2 iPhones/iPods can connect to each other via bluetooth and play. I am thinking of a way to choose which device will be able to play first. So the logical solution is to pick the host of the connection. Is there even a server and a client in the GKSession? Are they all peers? Which route shall I take to achieve what I need? 回答1: Basically, it is up to you to configure your session as you like. From the Apple documentation:

Unity 5.1 Networking - Spawn an object as a child for the host and all clients

安稳与你 提交于 2019-12-01 06:38:48
I have a player object who can equip multiple weapons. When a weapon is equipped, its transform's parent is set to its hand. I have messed around with this for some time and cannot get this to work for both the host and the client. Right now I am trying to equip the weapon on the server, and tell all the clients to set their parents transforms. public NetworkInstanceId weaponNetId; [Command] void Cmd_EquipWeapon() { var weaponObject = Instantiate (Resources.Load ("Gun"), hand.position, Quaternion.Euler (0f, 0f, 0f)) as GameObject; weaponObject.transform.parent = hand; NetworkServer.Spawn

Google Play Game Services - How to Not Leave Room onPause

China☆狼群 提交于 2019-12-01 00:22:48
I'm not sure why " https://stackoverflow.com/questions/18142763/is-it-possible-to-show-full-screen-activity-without-leaving-room-using-google-re " was closed as "off topic" as I have the same question. If I switch to text messaging, someone calls, etc, then onPause() and potentially onStop() will be called. I presume those are what forces one to leave the room in a multiplayer game. I would rather the game not be ruined by these events though. Is it possible to somehow stay in the room while sending someone a quick text message or answering a phone call? Must I create a background service or

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

a 夏天 提交于 2019-11-30 21:39:26
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].ParticipantId) { oppoUsarname = playerIDs [1].DisplayName.ToString (); multiplayersName [1].text =

Built-in Multiplayer in Unity3D without a Server?

ε祈祈猫儿з 提交于 2019-11-30 14:36:45
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 some cases like I said above, it seems to be too much. In addition, CCU of PUD for free users is just

How to accept an invitation in Game Center

时光毁灭记忆、已成空白 提交于 2019-11-30 14:34:26
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 (acceptedInvite) { GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithInvite

When is port forwarding necessary?

时间秒杀一切 提交于 2019-11-30 04:51:15
问题 I've been investigating networking for use in a two-player game I'm writing, and I'm still not clear on when a device must have a port forwarded in order to communicate with the outside world. From what I've seen in other games, port forwarding is always required in order to host a server, but is not required on the client. In addition, there are other situations, such as skype (which, to my understanding is ultimately client to client), where neither end must forward a port. So my question

Xcode Mass Multiplayer (Not What You're Probably Thinking)

為{幸葍}努か 提交于 2019-11-29 18:29:01
Okay so I would like to make a game, I'm trying not to divulge what it is but it requires anyone of a certain level in the game who is currently playing to be able to see each other in a sort of MMO style but not really. For example: Suppose I have players Bob, Mary, and Rob. Suppose that Bob is level 4, Mary is level 6 and Rob is also level 4. These would be shown in leaderboards by the way. What I would like is for Bob and Rob and anyone else who is level 4 AND CURRENTLY PLAYING to see each other in a sprite kit seen. I would like Mary to be off with other level 6's. I have little idea of

Apache with Comet Support

我与影子孤独终老i 提交于 2019-11-29 17:04:37
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 HawkHost's shared web hosting.) And here are my result of research, followed by my questions: Some