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I have a game that can accomodate as much as 50 players. However, the loby window is for 2 minutes and match starts with whoever joined in the match and there are possibilities that the total players...
We recently upgraded to the C# 5.0 SDK in order to use Anywhere Fleets for internal testing, when following the documentation at...
Hey all, I've been following multiple online tutorials on Anywhere fleet and I can't seem to connect my game server to the provided websocket after supplying the AUTH_TOKEN, HOST_ID, FLEET_ID, and PID...
Hello!
I have a complete simple GameLift Fleet + FlexMatch + Queue setup. Matches get created and users get connection IP and Port. But I need to find a way to pass GameSession Data like which map to...
I've tested and tried everything I could imagine:
* I've tested my GameLift server SDK integration with GameLift Anywhere;
* I've tested my build running in 'amazonlinux' container;
* I've tried to...
Hi, I am curious to know how to make sure a new server spins up when the current servers are in full throttle and a new player wants to join a game. Ideally a new server should spin up, create a game...
Hi, I am testing autoscaling for my gamelift game and I have set the min instances available to 1 and max to 9 in scaling section. I have set the buffer as 10%. But when I try to connect to game when...
Hello.
I'm using Unreal Engine 5.1 with Gamelift sdk version 5.0.2 and uploaded the build to EC2 Managed, but the fleet is not starting with the error "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT".
I...
##### Hello.
I have a project made in Unreal Engine 5.1.1 using the GameLiftSDK 5.0.0 and I'm facing a timeout problem during the call of InitSDK(serverParameters) function.
According to the...
There appears to be a bug in GameLift Managed Linux hosting where standard output is redirected by the process that starts the server executable and is not being read from which causes the server to...
I am using GameLift through the Go version of Server SDK5. When I instantiante the fleet with 50 game server processes on an instance (there is only one instance), I get this error in game server...
So I have a game session where maximum 20 players can join. Players join through lambda response from APIs. The lambda checks for available servers and see if players joined are less than the max...