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Asked By
Yaszu
I’m making a 2d game with multiplayer, and Ive run into this bug where players can only seen animations of players who connected after them. I tried, synchronizing with multiplayer synchronizers, and pinging with Rpc (no idea how that works).
It could be many things, and without code I can’t say for sure, but it sounds like when a player connects, you aren’t sending the new player all the information of the previously connected players. It sounds like when a player connects, the player syncrhonizes to all the other players, so continously connecting players will add many to the already connected player but not the new one. If I understand correctly, then your code’s behavior is as follows: below illustrates what I believe you are explaining, where each time step is a new player connecting. On the left is the connected players and on the right is a list of players that player has information of:
Time 0:
Player1 :
Player 2 connects
Time 1:
Player1 : [Player2]
Player2 :
Player 3 connects
Time 2:
Player1 : [Player2,Player3]
Player2 : [Player3]
Player3 :
Player 4 connects
Time 3:
Player1 : [Player2,Player3,Player4]
Player2 : [Player3,Player2]
Player3 : [Player4]
Player4 :
If the above is your system’s symptoms, then the solution is to send the ith Player all the infromation players 1 to i-1 when they connect.
If you have a server-client setup, then have the server send the info required to the new client to simulate a new client connecting for each player already connected. If it’s a peer to peer setup, you could just have every player send their info to the new players, to emulate the players connecting, so from the new player’s point of view a set of new player join/connect right after the new player connects