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Split spawner and synchronizer net id
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.
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)

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)

Superseded by #66794.