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
Get BlazeRunners : Bullet Ballet
BlazeRunners : Bullet Ballet
Status | In development |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- New Feature and ImprovementsJul 02, 2024
- Progressing with Steam Integration and Lobby FunctionalityMay 03, 2024
- Network Ownership and Server TimerMay 03, 2024
- Tutorial UI Setup and Timer BugsMay 03, 2024
- Networking the AIMay 03, 2024
- Fixing WheeliesMay 02, 2024
- Networking ObjectsApr 27, 2024
- Enhancing Game Tutorial Logic and UI LayoutApr 27, 2024
- Lobby Functionality for MultiplayerApr 26, 2024
- Aim Assisted Predictive AimingApr 26, 2024