IN THIS ARTICLE
Running Multiplayer Projects
Running projects using the Multiplayer Gem in Open 3D Engine (O3DE) requires that you correctly build your project and set configuration options to run your project.
Build your project
When building your project, be sure do the following:
- Ensure your project is properly configured.
- Build your project’s GameLauncherandServerLaunchertargets.
Running your project
Next, run the game either in standalone mode, using the ImGui options to host, or by using O3DE Editor.
Testing in the Editor
You can run multiplayer projects in O3DE Editor using Ctrl+G. For more information, refer to Test Multiplayer Projects in the O3DE Editor.
Running locally using ImGui options
- Launch your ServerLaunchereither from Visual Studio or from your build directory.
- Press the HOMEkey to enable the debug menu.
- Select the Hostoption.
- Select a level to load to begin hosting.
- Use the Launch Local Clientoption to automatically launch a client connected to the server.
Running server and client launchers in standalone
Manual configuration using the application’s console
You can manually launch the executables for Client and Server and configure them using the application’s console command line.
- Launch both ClientLauncherandServerLauncher.
- In ServerLauncherpress~to open the command line.
- Run the command hostto begin hosting.
- Run the command LoadLevel <path to level>to load a level.
- In ClientLauncherpress~to open the command line.
- Run the command connect <IP Address:Port>to connect to the server. If running locally,connectwill default to localhost.
Using pre-defined config files
You can manually launch the executables for Client and Server and pass a pre-defined configuration file to each for them to execute on launch. Commands in these cfgs files are executed in listed order.
- In the root of your project directory create - launch_client.cfgand- launch_server.cfg.
- Open - launch_server.cfgand edit it to look like the following:- host LoadLevel <path to Level>
- Open - launch_client.cfgand edit it to look like the following:- connect <IP Address:Port>- Alternatively, you can do the following for testing against localhost server running on the default port. - connect
- Run the server using - MultiplayerSample.ServerLauncher.exe --console-command-file=launch_server.cfg
- Run the client using - MultiplayerSample.ClientLauncher.exe --console-command-file=launch_client.cfg
It is necessary to run the Server first so the Client has a host to connect to.
The preceding commands can be run either from a command line in your build directory or by setting command line arguments in your preferred execution method.