Multiplayer in HypeHype is smart and automated to do most of the dirty work under the hood. Each multiplayer session is hosted by a player in the session, starting from the player who first joins and starts that session (In the future the system will automatically switch the host role to the best client).
Converting a game into multiplayer happens by selecting the Custom setting in the Multiplayer tab, which can be found from the Settings Menu on the Bottom Toolbar.
You can also set the maximum number of players that can play simultaneously in one session. The current limit is 8 players. We’re planning on increasing the limit in the future, as development goes forward.
When playtesting inside the editor, live streaming must be enabled for a multiplayer session to begin. Without that, other players cannot join your session.
To enable live streaming, open the Social Hub from the top left corner, select Session and tap “Go Live”. While live streaming is active, you’ll see a Live now below the Social Hub icon.
After completing the “Where to Start” step, you can start creating your multiplayer logic!
For games with an object for each player, like a Player Character, the best approach is to utilize the Multiplayer Spawner node.
Here’s a simple example of making the Platformer Player premade into a multiplayer-suited playable character.
Multiplayer Info executes the Multiplayer Spawner when On Player Joined
happens. Multiplayer Spawner has the premade set as its Object to Spawn
.
Because this is a regular object and not a reusable, it needs to be set as a Reference Object
for the object to not spawn on its own to the world. This premade consists of two objects, the Player model and the camera cube (inside), which both need to be enabled from their Object nodes inside the Details panel.
There are a couple of nodes that are specifically meant to be used for multiplayer features.
Some Multiplayer Nodes include properties that use a Player Index. These indexes correspond to each Player in the multiplayer session and are assigned based on the order each player joins.
Host | The player who’s been assigned as the host that all clients will follow. |
Owner | Only in the Multiplayer Sync node - the player who's executing the node. |
Zero / One / Two / Three | Each player based on the order they joined. |
The following nodes are not supported in multiplayer games: