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What will it take here to add realtime support for the server? This appears to offer some very attractive functionality, but one thing it really needs is a Photon-like realtime features.
Has any…
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After updating my Google Play game to the recent release 0.9.53, I can't log in. When I run my application, I got directly this output :
```
11-04 18:38:29.022 18322 18360 I Unity : (Filename: …
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An embedded script runtime capable of background jobs and socket message handlers. Used to power custom game logic and server-authoritative code.
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Hello, I'm working on a game project and I am trying to implement Real Time Multiplayer.
Whenever I call "PlayGamesPlatform.Instance.RealTime.CreateQuickGame(MinOpponents, MaxOpponents, GameVariant, …
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will be nice to be able to specify REST or web sockets as the channel API to expose.for instance using socket.io or a loopback socket connector.
if there is a websockets-connector kind of plugin for l…
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I am trying to understand how to use Entitas in a multiplayer / Unity-networking game.
I can imagine for the animation synchronization and movement of objects and such, one could and should use t…
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Hey, this project looks really cool, love what you guys are doing with it!
I was digging through the source and noticed that protobufs were being use to serialize messages in Redis -have you guys con…
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See https://github.com/underscorediscovery/realtime-multiplayer-in-html5/blob/00af50dd57baa29f30809925881a624bc50234f1/game.core.js#L180
Instead, one might write the function as
```js
function …
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How to properly cancel a realtime multiplayer match if the user cancels the match during the waiting room phase? At this time, there isn't a "room id" to call the leave API.
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The multiplayer tutorial is currently broken as described here:
https://forum.playcanvas.com/t/real-time-multiplayer-tutorial/5609
Even though the project is correctly being loaded as https, the…