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Question by stulleman · Aug 01, 2013 at 11:02 AM · physicsmultiplayernetworkauthoritative

Auth Server or not?

I'm making a game where you spawn in a world, run freely around and jump in a helicopter, both pilot or copilot side. In singleplayer everything works just fine. But now it comes to multiplayer, and I have no idea if I should use an Auth Server or not.

My problem so far is that I have no clue who has to calculate the physics of the helicopter. The server? The pilot? What happens when the pilot jumps out?

I got the player movement working in multiplayer, by just using something like:

     void Start () {

         if(!networkView.isMine) {
             Destroy (this);
             Destroy (GetComponentInChildren<CharacterController>());
             Destroy (GetComponentInChildren<Camera>().gameObject);
             return;
         }
         
         camera = Camera.main;
         cc = GetComponentInChildren<CharacterController>();
     }

Hope that makes sense and maybe someone can help!

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avatar image stulleman · Aug 01, 2013 at 05:00 PM 0
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Can no one give me an advice on which server architecture I should use?

avatar image Benproductions1 · Aug 02, 2013 at 01:01 AM 0
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That entirely depends on what you want to happen, how everything works

avatar image stulleman · Aug 02, 2013 at 10:35 AM 0
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Okay, I thought that got clear with my question, but I'll give it another try.

The characteristics of the game would be:

  • Open world (for 1 to maybe 30 players)

  • Preferably no dedicated server

  • Vehicles (more than one seat, physics should be calculated even without pilot)

$$anonymous$$aybe now someone can give me an advice of which server architecture I should use.

avatar image Benproductions1 · Aug 03, 2013 at 06:45 AM 0
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TBO there are too many ways of building a Authoritative Server. Note that if you are not using a dedicated server people will be able to hack if they are the host.
By "Open World", how large are we talking?
How much physics do you think will be active at any given moment in time?

Check out my answer to this question for one way to do it (the way I would)

avatar image stulleman · Aug 04, 2013 at 09:42 AM 0
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Okay I have no idea why my previous comment isn't showing, so I make another one ;)

Security isn't really a problem because I have no intention to publish it, maybe only to some friends.

So would you say a non authoritative server is easier to implement? And the only downside is the security?

$$anonymous$$aybe I just state what my problem is right now. I have player objects, which are controlled by each client individually. Works really good. Now when a player wants to enter a helicopter, it works for himself, but not for the others, because he isn't the owner of the networkView I guess. Nevertheless I really don't want to implement the helicopter physics on the client side, because if there is no pilot in the helicopter, there is no physics calculated. But if I want to calculate the physics on the server side, the player had to send his input, has he? And then this isn't a non authoritative server anymore, is it?

Hope my problem got a bit clearer, and someone could help me specifically with this problem.

Thanks

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