Open dweipert-3138720606 opened 4 hours ago
I just tested adding a MultiplayerSpawner
to the Network
Node and let that handle the creation of the Player Nodes.
That seems to work as I'd expect without errors.
But I don't know why the approach in the MRP without a Spawner Node would result in an error.
Tested versions
Reproducible in v4.3.stable.arch_linux
System information
Godot v4.3.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Sat, 05 Oct 2024 17:53:31 +0000 - Wayland - GLES3 (Compatibility) - AMD Radeon RX 7600 (radeonsi, navi33, LLVM 18.1.8, DRM 3.54, 6.6.54-1-lts) - 13th Gen Intel(R) Core(TM) i9-13900T (32 Threads)
Issue description
The
MultiplayerSynchronizer
throws an error on the third peer that it can't find the second peer's Player Node and the same for any subsequent peers except the host.The synchronization doesn't work for those nodes then. I don't understand why it throws that error. My expectation is that it shouldn't and synchronize properly.
Steps to reproduce
Run the project. Click
Host
in one window andJoin
in the others. Observe the error and check thescore
value for each Player in theRemote
SceneTree tab. In all Sessions every Player Node should have their score set to 1, but it isn't.Minimal reproduction project (MRP)
bug-multiplayersynchronizer-playerstate.zip