Multiplayer not working on android chrome...?

Discussion and feedback on Construct 2

Post » Sun Oct 23, 2016 3:45 pm

Can you please help me confirm a possible Multiplayer bug in android chrome? These simple steps should confirm my observations:

- Open a new c2 project and use the Multiplayer Pong example/template.
- Change the room name to something unique (just append some digits to the default) - as if you want your players to join a specific room.
- Export the project to somewhere that will host html5 (I know, it's now a pain - I now use updog.co which automatically syncs with a dropbox folder).
- Run the project on desktop (localhost will do) and join your room as host.
- Run the exported project on android chrome.
- Observe the indications in the LogText readout.

I am consistently seeing "Attempting to establish connection to host" and then "Kicked (either could not connect to host or host quit) in android chrome. This does not happen if I open numerous browser tabs using either localhost, the exported project link or a combination of html5 sources. The only conclusion I can come to is that this is an incompatibility between the Multiplayer plugin and android/chrome. But, just to be sure, I would appreciate some confirmation that it's not a unique glitch in my setup before I submit a bug report.

Thanks!
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Sun Oct 23, 2016 6:54 pm

Just to add that this was tested using Wifi (not 4g / 3g) to negate this potential problem. When testing with my other project the Host can see the Peer for a few seconds (peer count 2 with correct alias), but the On Peer Connected trigger does not fire before the (incomplete) connection is terminated....
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Mon Oct 24, 2016 11:38 am

Chrome on Android has identical WebRTC support to the desktop browser, and I've tested it worked successfully in Chrome Android in the past, so I would assume that any such issues are network-layer connectivity issues which are far more common than WebRTC bugs.
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