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10 votes

Websockets Server for Unity3d

System.Net.WebSockets seems to be completely built-in to .Net and freely available in Unity. Here's a full Websockets client for Unity for example: ...
Fattie's user avatar
  • 150
8 votes
Accepted

How can I use websockets in a Unity WebGL project?

As the documentation says, The Unity scripting API does not expose direct WebSocket access itself. But you can access the native web browser API by calling JavaScript from Unity C# scripts. Create a ...
Philipp's user avatar
  • 123k
3 votes
Accepted

How can I protect against a cheater changing variables on the client?

This won't prevent all cheating but at least will make it harder for the average cheat engine/ change variable hack. Follow the simple advise: Don't trust the client. Now what does that mean? Usually ...
Zibelas's user avatar
  • 5,012
3 votes
Accepted

Websockets Server for Unity3d

Websocket sharp: https://github.com/sta/websocket-sharp It has a unity version which I've used as part of a cross-platform library and on a couple of local multiplayer games, and worked well. I have ...
Mattia's user avatar
  • 408
2 votes
Accepted

iOS 9.3.5 WebSocket connection always closes with code 1006

In my case the problem was the line endings being generated in part of the response header I was creating in LabVIEW. I had a pre-built string that included everything but the base64 handshake, and ...
UnlikelyNomad's user avatar
2 votes
Accepted

Multiplayer platformer

What is clear for me is: any input the characters receive needs to be sent to the server and updated the other client. any map event logic will stay on the server and update clients when happening ...
Theraot's user avatar
  • 28.2k
2 votes
Accepted

How to create additional rooms for new play sessions in a 2-player online game on Node.js?

I would suggest not using Socket.IO's rooms mechanism. It is not very flexible and isn't very appropriate for a robust server architecture. Here's a quick scribble of how you could structure your ...
Kal_Torak's user avatar
  • 146
2 votes
Accepted

Authoritative game server and database storage

Sending the data to the client before you are sure that it was successfully stored in the database, you run the risk that the client will display information to the user that the server ultimately ...
Hymns For Disco's user avatar
2 votes

In a multiplayer game developed using client server model with socket.io and node.js how can we describe the osi layers

The OSI model is mostly a theoretical model. In practice, it tends to break apart as soon as you get below the standardized layers of the Internet protocols (below the transport layer). So this is ...
Philipp's user avatar
  • 123k
1 vote
Accepted

How do I implement a countdown timer for a multiplayer chess game?

As I mentioned in a comment, this can be implemented as a timestamp. When an opponent reports their move to the server, the server records the time on the server clock as the last move time for that ...
DMGregory's user avatar
  • 141k
1 vote
Accepted

LibGDX websockets GWT html app cant find source to WebSocket class

Solution: I downgraded websocket gwt library version in html module to ...
Часть Пустоты's user avatar
1 vote

Multiple Node/Express/Socket.io servers for game lobbies?

This is a pretty large question and the answer is "It Depends". You'll see benchmarks for hundreds of connections on a single node.js instance, but those are normally useless because they're ...
Angelo R.'s user avatar
  • 141
1 vote
Accepted

How to set a header on a WebSocketPeer?

Okay, I have found how to do this: Create an instance of PackedStringArray Add it to the WS Client using _set_handshake_headers ...
Victor Lee's user avatar
1 vote

How to implement WebRTC in a Godot project that already has communication through WebSockets?

You can not, as far as I'm aware, re-use the same WebSocket Channel to send WebRTC messages. WebSockets are really just a persistent TCP based connection between client/server that allow for bi-...
Angelo R.'s user avatar
  • 141
1 vote

Working with websockets in Unity: Cannot convert lambda expression to type 'IObserver<ReconnectionInfo>' because it is not a delegate type

anonymous function is not the same as an object representing an anonymous function. you're trying to pass in anonymous function, but you need to wrap it in the object representing it and pass that one ...
sh code's user avatar
  • 196
1 vote

Web Game Security - AntiBot

With web - accept as a fact "Any client is a potential cheater". If you have any game logic on the frontend - nothing will save your game from the cheaters. If you move all the logic to the ...
Vladimir Ishenko's user avatar
1 vote
Accepted

Websocket : Is wss faster than ws?

Websockets isn't HTTP, even though the handshake is compatible. It doesn't rely on SPDY (by default, I get into this later), nor can it use HTTP2, so anything mentioned by the article doesn't apply ...
Bálint's user avatar
  • 15.1k
1 vote
Accepted

Do I need real socket connections to create AI Bot players in a multiplayer web game?

Hm... You shouldn't open those for AI characters, at least not for all of them, all the time. But this depends on your game. Some assumptions: 1) There are more than one real player in the game. 2) ...
jo1storm's user avatar
  • 124
1 vote

How to launch Libgdx cross-platform (Android, HTML, Desktop) multiplayer client with socket?

For web support (support cross platforms) you need to use libraries that do not use Java features such as reflection (Gson problem). If possible use libraries implemented in libgdx. In your case, use ...
MatejC's user avatar
  • 204
1 vote

Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js?

You can create a client websocket in browser-based JavaScript like this. Note the protocol wss:// before the URL of the server. ...
Philipp's user avatar
  • 123k
1 vote
Accepted

Should I compress WebSocket payload data in a game where latency matters?

The time it takes to pack and unpack the data is likely negligible. But there is a different problem: Compression works best when you have a lot of data to compress. So if you want compression to be ...
Philipp's user avatar
  • 123k
1 vote

Should I compress WebSocket payload data in a game where latency matters?

TL;DR: Will compression hurt? No. But it probably won't help you if your goal is a very responsive game. You have two problems to solve with connectivity... Can I get enough data to the client in ...
Tim Holt's user avatar
  • 10.3k
1 vote

Server moving slower than client

I notice you're using setInterval to time your game loop. Javascript's timing functions are imprecise, depends on the browser and prone to drift. It's best if you ...
congusbongus's user avatar
  • 14.9k
1 vote

websockets authentication security

WSS means Websocket over TLS. So when you force the use of WSS instead of WS, you already solved most problems. Just make sure that The server certificate is valid and signed by a root CA The client ...
Philipp's user avatar
  • 123k
1 vote

how to handle server tick update for multiple rooms? (Nodejs)

You should remember that nodejs are single-thread. So if you start few setInterval timers with about 15hz - some of times timers may and will start skipping ticks (as setIntercal can do it when loop ...
Vladimir Ishenko's user avatar
1 vote

Websockets Server for Unity3d

2021 Answer: Another library which is also built on System.Net.Websockets like Fattie's linked Marfusios library, but is made for Unity is the following: https://...
fallerd's user avatar
  • 111

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