Networking in the Game


As I dive into implementing networking features for the game, I’ve encountered a significant hurdle. Currently, when a player controls their car on either the client or server side, both cars move simultaneously. This issue disrupts gameplay and multiplayer aspect of the game. Additionally, the movements of the cars aren’t synchronized across the network, leading to disjointed gameplay experiences for the players.

After thorough investigation, I identified that the lack of ownership-based control mechanisms and synchronization protocols was causing both cars to move simultaneously. This issue severely hampers the gameplay experience for our users, leading to frustration and confusion. To remedy this, I’m working on implementing a robust solution. By developing a connection handling script and incorporating ownership-based control mechanisms, I aim to ensure that only the client or server designated as the owner can control their respective racing car. Additionally, by leveraging RPCs, we’ll synchronize movements across the network, providing a seamless and immersive multiplayer experience for our players.

Published by: Jai Bhatia

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