MultiplayerSynchronizer doesnt seem to be syncing across clients
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(negative rep on the website for not letting me change my name after mistyping it :/)
Im working on a godot 4 project and trying to implement a multiplayer system into it. I've figured out most of it, but the one part i cant get to work is the synchronization. Ive tried to set up the MultiplayerSynchronizer, but it either seems to only synchronizes properties on the server end(hosted by player)
I dunno if its just a problem with using the player-hosted server system or something else. Any help is greatly appreciated.

Gan answered 8/2, 2023 at 17:48 Comment(0)
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What combination of multiplayer functions you are using?
Just spawner/syncer nodes or enet/rpc+spawner/syncer nodes?
Also check if you set authority for each player if you are using p2p approach like the bomberman demo

Ferrule answered 9/2, 2023 at 16:38 Comment(0)
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Any updates regarding this? Does MultiplayerSynchronizer work between 2 clients?

EDIT: So MultiplayerSynchronizer syncs from authority to all connected peers, but with a common host/client architecture (like the one from the Godot networking tutorial) the only peer of each client is the server, they are not connected to each other and thus will not send messages to other clients. But you can either just set multiplayer.server_relay to true to enable the server to forward messages to other clients. Or I also heard that one can use WebSocket/WebRTC/mesh network or something to connect all clients with each other, and then it works as well, though I haven't tested the second approach yet.

Roeser answered 17/9, 2023 at 10:45 Comment(0)

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