Open LexGear opened 4 months ago
Are there any good work arounds for this?
Are there any good work arounds for this?
In my case, what I did was to simply remove collisions with players. This worked out okay for me because I replaced it with a little bit of code to give the players a soft push away from each other instead of it being rigid.
@LexGear Can you share any code on your work around? I have the same issue with my project. Turning off the collision mask on my player "fixes" as you mentioned but now I don't have collisions between players.
Tested versions
Reproduced in Godot 4.2.1
System information
Windows 11 - Godot 4.2.1
Issue description
When setting up a simple local network fps game, I discovered that if players share the same collider layer, regardless of where the first player is currently when the second player joins, the new player will appear in either a seemingly random location or on top of the last-player-to-join's head.
I believe this is due to the very first frame on the joining clients end where both players occupy the same 0, 0, 0 location before the MultiplayerSynchronizer has had a chance to position the players retrospectively.
Steps to reproduce
Create a simple network capible game using a MultiplayerSpawner node, a simple flat plane, and a player scene containing:
Minimal reproduction project (MRP)
You can use https://github.com/devloglogan/MultiplayerFPSTutorial project as an example, but you need to set the player collider layer to 1 so that every player shares the same collider layer.