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As I started developing a multiplayer game and wrote my initial (GDScript) server code, I noticed that when I use the networking keywords "remote", "puppet" etc., the editor would auto-complete them b…
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### Tested versions
- Reproducible with 3.5.3.stable and 4.2.1.stable
### System information
Windows 10, nvidia 3070
### Issue description
I am trying to make a godot cross platform UI for a webs…
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### Godot version
4.0.2
### System information
win10
### Issue description
![image](https://user-images.githubusercontent.com/61361272/230718603-22122dab-57cd-48f4-bc2c-492363559831.png)
In RP…
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### Godot version
4.1.1
### Plugin version
Latest Official Build
### System information
Mac OS 13.3.1 (Ventura) M1 PRO
### Issue description
I tried the official webrtc demo project.
Downlo…
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I saw the working code uses`PacketPeerUDP` and `ENetMultiplayerPeer`, and also the `PacketHandshake` uses `over_enet function` which uses `ENetConnection`. If I were to use web builds, and use WebRTC,…
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**Godot Alpha 6**
**RPC changes still aren't documented:**
**https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html?highlight=high%20level**
it still uses the…
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**Godot version:**
Godot Engine v3.2.1.stable.official - https://godotengine.org , server build
**OS/device including version:**
Ubuntu 18.04.4 LTS
**Issue description:**
Console prints `mbedtls …
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It seems to crash when a controller get unplugged. I think the actions_to_erase array wasn't being added to correctly.
```
func _delete_actions_for_device(device: int):
device_actions.erase(devi…
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I couldn't get this working, having tried all the different combinations of WebRTC libraries. Probably problems with the versioning
Meanwhile, there's this similar project that is potentially a go…
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I don't think anyone suggested this in the past, and I thought maybe a place to discuss this (and put bounties) would be a good start.
# Problem
The Minetest world is pretty big for the average playe…