49 · Multiplayer · 2D and 3D

Sharding

Many separate copies of the same world.

One world copy can only hold so many players. Sharding runs several full copies of the world (shards, often called realms or servers) and puts each player on one. It scales simply, but players on different shards cannot see or play with each other unless you add transfers or cross-shard features.

←↑↓→ or WASD move123 pick a shardTap a shard

Try this: Your friend is on shard 2. On shard 1 you see other players, but not your friend. Switch to shard 2 and they appear. Each shard is a full copy of the world with its own population.

Different shards are separate copies of the world. Your friend is on shard 2, so they are invisible to you.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Split players across shards: run several identical copies of the world, show each shard’s population at login, let friends join the same shard, and allow a character transfer with a cooldown of at least 86400 s between moves.

38 words · one sentence to paste as is

Where it's used

Common mistakes

Making friends pick the same shard by guesswork, no transfer or merge plan for dying shards, storing account-wide data inside the shard, name collisions on transfer, and letting one shard fill up while others are empty.

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