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Split spawner and synchronizer net id

Open GuilhermeGSousa opened this issue 3 years ago • 1 comments

This PR is a draft for a fix of #64599, it splits the previous net id into a spawner and a synchronizer net to more easily have a client authoritative MultiplayerSynchronizer. Tested on the project attached to the issue.

GuilhermeGSousa avatar Sep 18 '22 08:09 GuilhermeGSousa

I've been testing this solution, spawning/despawning/sync seem to be working correctly. From the discussion started in #64599 , both these MultiplayerSynchronizer setups have the same behaviour using this fix:

One client owned MultiplayerSynchronizer (This does not work on master) 1

One client and one server owned MultiplayerSynchronizer (Where the client synchronizer updates the player position, this is currently the way of having client side authority with a MultiplayerSynchronizer) 2

GuilhermeGSousa avatar Sep 19 '22 12:09 GuilhermeGSousa

Superseded by #66794.

akien-mga avatar Oct 03 '22 13:10 akien-mga