Closed flobotics closed 1 year ago
cc @Faless
@flobotics I figured it out: You need a MultiplayerSpawner Node in both the server and the client
Then you need to add your scenes to the "Auto Spawn List" on both server and client (either use set_spawnable_scene or via the UI)
Whenever you add a node from one of theese scenes to the SceneTree, it will automatically replicated.
This usage was quite surprising to me. This should definitely be mentioned in the docs.
Maybe in the form of a small usage example?
hi @Dragoncraft89 , thanks.
At the moment i am more interrested in https://github.com/godotengine/godot-docs/issues/6529 . I am writing a , i call it distributor, where a client can request a glb (not-known-at-compile time e.g. from sketchfab or AI generated) and distribute it across all clients.
Closing as duplicate of https://github.com/godotengine/godot-docs/issues/5755 and https://github.com/godotengine/godot-docs/issues/5754
FYI, the multiplayer docs are in the process of being reworked. Until then, have a look at the Bomberman and TPS demos to see how the new multiplayer features in Godot 4.0 can be used.
hi, i use godot 4 beta 8 and want to know the usage of MultiplayerSpawner ?
The doc https://docs.godotengine.org/en/latest/classes/class_multiplayerspawner.html#class-multiplayerspawner-property-spawn-path says
Does the spawner sends the myscene.scn to the peers and "add_child" it there ? If so , how do i do that ?
I also want to use the MultiplayerSynchronizer later to update e.g. the position of the imported scenes.?