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Current problem - if server/client is not synchronized in the exact position somewhere in the history, when reconciliation happens - it will cause a quick and drastic change on the client
However, …
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I have my game project where I'm using Photon Network for multiplayer system, but I want implement this same FPSSample Multiplayer System, I don't need this assets, just implement the Multiplayer syst…
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The app currently has a naive implementation of multiplayer.
There are some minor issues concerning gameplay, but this is not crucial to address at the moment since the app doesn't play around with…
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When you type in a domain to the URL bar in the format: `xxx.com`, it doesn't resolve / times out while trying to load, however `https://xxx.com` (clicking a link to `https://xxx.com` also resolves im…
xyzib updated
3 years ago
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I found it today dont know if its because recent updates but I found it today anyway
if you have one bullet left in your weapon and you fire and switch to your prev weapon fast enough the buller actua…
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It seems `is_api_key_valid` returns `True` whenever anything (truthy) is passed in. Is this the intended behaviour? I would have guessed this function queries the server to check that the key is valid…
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How would I go about making physics (ex. sand falling) into multiplayer? It works great in singleplayer, and I'm wondering how I could implement this into multiplayer.
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Due to how movement implemented on client and server, there is possibility to hack movement speed by sending additional messages to the server. You can change client code adding loop to increase movem…
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As part of attracting players, scoreboard will motivate to return in game frequently. It can be realized on server-side, but it also requires some sort of table on client-side.
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Add option to be able to use the grappling hook while holding a weapon at the same time.