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The NetSync doesn't handle the object spawning, so you can use the
Yes, you are right.
Yes but there is more, it can't be fully covered here since it's too big topic. For now just assume your processing function is deterministic. If it's not you will experience some rubber banding.
Yes, in godot the ID 1 is always assigned to the server. The clients ID changes and looks like a random number.
Yes, np! Regarding your code, everything seems right, I should try it. Can you please create a sample project (without addons) to easily run it and reproduce the issue? |
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Hey thanks a lot for helping me out really, you're awesome o/
I stopped getting the crashes after setting up a proper RPC and rebuilding with the fix.
I'm still having some trouble so, I'll rapid fire some questions
(sorry if they're a bit silly, not used to this e.e)MultiplayerSpawner
node with the player scene added to it, so that's not the right way then?_controller_process
is the equivalent to physics process for the module right?multiplayer.get_unique_id()
is going to return 1 in the server and the client's id on the client, it's not something like, the id is 1 for the local player and stuff like that right? (This is a weird thing I've had on my head for a while now, I used to use unreal, so there's some weird things like that that stuck with me...)I think I misunderstood something basic, because of the peer ids I'm getting from my tests:
https://www.youtube.com/watch?v=ji0zdZT8eKw
Thanks again for the help, I appreciate it, and sorry if I'm being a bit too high maintenance. e.e
On the output log of the server I'm getting these errors:
Here's how my files are looking like now:
game_sync.gd
character.gd
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