Networking Integration Woes


As Network Program, I delved into integrating networking functionalities into the game and during development, this week I encountered a significant hurdle. While I successfully addressed ownership issues addressed in previous blog and ensured that each client or host could control their respective racing cars independently, a new challenge emerged. Our player movement, implemented using Unity’s new input system, was not being synchronized across the network. This discrepancy meant that input data and rendering information for player movement were not shared between the host and client, leading to inconsistent gameplay experiences. This problem could severely impact the end-user experience, causing frustration and confusion due to the lack of synchronized player movement in multiplayer races.

To tackle this issue, I’ve begun exploring potential solutions to synchronize player movement across the network effectively. After some initial research, I’ve identified the use of Remote Procedure Calls (RPCs) as a promising approach. By implementing RPCs and creating a new script that incorporates network observers for player objects, I aim to establish a reliable method for transmitting input and rendering data between the host and client. This solution not only addresses the immediate problem of unsynchronized player movement but also lays the groundwork for smoother multiplayer experiences in our racing shooter game. Once implemented, this solution will ensure that players across the network have consistent and synchronized gameplay experiences, enhancing the overall quality of our game and elevating the experience for players to new heights.

Published by: Jai Bhatia

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