Andy
Andy
is there any upate on this matter? it is still quite difficult to build theproject locally or to understand which package to copy over between the different branches. For instance,...
has this issue been solved? I am getting the same issue and it usually happens when the amount of data to sync gets bigger.
I tried up to 2097152 but I still see those warnings showing up. Looks like I am sending too many rpc and steam doesn't like that probably? I see that...
it was on both. apparently as I changed the replication setting of pretty much all MultiuplayerSynchronizer nodes I put in the main scene from Always to OnChange... things started to...
No worries at all, yeah now that I am back on building with Godot, the lack of a road solution which would be usable in a terrain is a real...
My personal opinion is that it is the road plugin which should execute the terrain flattening using the API coming from whatever plugin is used (I.e. Terrain3D), mainly because the...
I agree having events would be way cleaner, but it would start from the assumption that terrain gen devs would be even interested in supporting that and that's not a...
I think having the connectors in separate repos might makes sense to keep things tidy and isolated, in terms of ownership, I think such connectors should be owned by the...
I am encountering the same. is there any direction on how to check if the multiplayer instance is active?
this is a solution which is usable. thanks a lot for suggesting!