filmov
tv
5 Beginner Multiplayer Mistakes
Показать описание
This is a review of 5 beginner multiplayer mistakes that we all make when starting out. Most of these are authority problems but I do look at a typical RPC issue when developing in Host mode. The final point reviews how I think new developers should approach their multiplayer journey.
Main Topics
----------------------------------------------------------------------------------------------------------------
1. Where to set client authority?
2. Order of MultiplayerSynchronizers in scene
[Both of these issues have the same error]
on_replication_start: The MultiplayerSynchronizer at path "/SOME/PATH" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the "_ready" callback. Make sure to only change the authority of multiplayer synchronizers during "_enter_tree" or the "_spawn_custom" callback of their multiplayer spawner.
3. Set client authority on server
4. Use "call-local" for RPC calls when in Host mode
5. Start with a prototype or proof-of-concept
----------------------------------------------------------------------------------------------------------------
[Reference Project - Must open with GodotSteam custom MultiplayerPeer build]
[Looking for the code?]
👋 Let's talk shop 👇
----------------------------------------------------------------------------------------------------------------
00:00:00 INTRO
00:00:10 WHERE TO SET CLIENT AUTHORITY
00:06:28 ORDER OF MULTIPLAYER SYNCHRONIZERS
00:08:48 SET CLIENT AUTHORITY ON SERVER
00:11:31 USE CALL-LOCAL FOR HOST MODE RPCS
00:16:31 START WITH A PROTOTYPE
00:20:54 WRAP UP
#steam #steamgame #p2p #steammultiplayer #steammultiplayerpeer #godotsteam #steamp2p #2dgame #respawn #pvp #health #animations #gamedevelopment #2dmultiplayer #godotstartertemplate #godot #godottips #gametech #gamedev #indiedev #multiplayer #network #godotengine #brackeys
Main Topics
----------------------------------------------------------------------------------------------------------------
1. Where to set client authority?
2. Order of MultiplayerSynchronizers in scene
[Both of these issues have the same error]
on_replication_start: The MultiplayerSynchronizer at path "/SOME/PATH" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the "_ready" callback. Make sure to only change the authority of multiplayer synchronizers during "_enter_tree" or the "_spawn_custom" callback of their multiplayer spawner.
3. Set client authority on server
4. Use "call-local" for RPC calls when in Host mode
5. Start with a prototype or proof-of-concept
----------------------------------------------------------------------------------------------------------------
[Reference Project - Must open with GodotSteam custom MultiplayerPeer build]
[Looking for the code?]
👋 Let's talk shop 👇
----------------------------------------------------------------------------------------------------------------
00:00:00 INTRO
00:00:10 WHERE TO SET CLIENT AUTHORITY
00:06:28 ORDER OF MULTIPLAYER SYNCHRONIZERS
00:08:48 SET CLIENT AUTHORITY ON SERVER
00:11:31 USE CALL-LOCAL FOR HOST MODE RPCS
00:16:31 START WITH A PROTOTYPE
00:20:54 WRAP UP
#steam #steamgame #p2p #steammultiplayer #steammultiplayerpeer #godotsteam #steamp2p #2dgame #respawn #pvp #health #animations #gamedevelopment #2dmultiplayer #godotstartertemplate #godot #godottips #gametech #gamedev #indiedev #multiplayer #network #godotengine #brackeys
Комментарии