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Home/ Questions/Q 6825919
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T22:05:15+00:00 2026-05-26T22:05:15+00:00

My problem is that , I have to connect many devices using GameKit framework.

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My problem is that , I have to connect many devices using GameKit framework.
Everything works fine with two connections(GKSessionModePeer)
I searched a lot on internet on how to connect more than two devices and what I got is, to use GKSessionModeServer and GKSessionModeClient.I read the apple documentation also.

But still there is not any clear cut solution on how to use GKSessionModeServer and GKSessionModeClient means which device will act as server and which will act as client.

Please if any one know how to handle this or what approach should I follow, tell me.

Any help would be highly appreciated.

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  1. Editorial Team
    Editorial Team
    2026-05-26T22:05:16+00:00Added an answer on May 26, 2026 at 10:05 pm

    I didnt try it with 3 devices ingame, but maybe this will help you (it worked with 5 devices in lobby).

    1. I dont use GKSessionModeServer/Client, I use GKSessionModePeer.
    2. I do autoconnect – it means that when new device shows up, other devices send connect request to it and it gets accepted automatically (so if we have 3 devices turned on, all of them are connected together)
    3. Once you have all devices connected, you can send fake invitiations by sending normal data packets (I_INVITE_YOU, INVITATION_DECLINED, INVITATION_ACCEPTED) and then disconnecting other devices if you have enough players. You can add devices that disconnected you to you temporary ignore list – reset it if user goes back to main menu or sth
    4. Once you have all the party ingame, they can decide who is who:
    5. If you game doesnt send lots of data, you can do some simple checks against udid or peerid: lets say device with lowest udid is the SERVER, others are CLIENTS
    6. If your game sends tons of data, I’ve observed that server should be THE SLOWEST machine – the thing is that when server is fast (works with lets say 50fps), it sends data at similar framerate, so when client is slow (lets say 20fps), it gets about 2 packets from server per frame, which further slows it down. Question is how to decide which device is slowest. I used average fps

    it sounds a bit complicated but works much better than standard ios invitation scheme (it was traumatic experience with 3.1)

    Regards!

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