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FIXED! Full Player-Client Multiplayer Authority 

Battery Acid Dev
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This is a quick review of how to fix the issues seen in the last video. As suggested by a comment left under the video by @tldmbruno, we can use the _enter_tree function to set the authority on the peers. This, along with a quick fix on how we set our camera to the correct peer, should resolve the exceptions!
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[Full Player Authority Video]
⭐️ • Full Player-Client Mul...
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15 окт 2024

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Комментарии : 16   
@BatteryAcidDev
@BatteryAcidDev 3 месяца назад
Other causes of this exception with solutions can be found here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-coODimFW3M4.htmlsi=rQuEClNs2c4AmcIb
@tldmbruno
@tldmbruno 3 месяца назад
OOOH! Thanks for the shout out! I'm glad the suggestion worked! 😁
@BatteryAcidDev
@BatteryAcidDev 3 месяца назад
Absolutely 💯 thank you for the feedback!
@rasmus9311
@rasmus9311 Месяц назад
As someone who's just starting out, this has been a bit all over the place with different videos jumping back and forth, and fixing issues in the code, and I think this Full player client authority is the best bet for most starting out. Would be great in the future to get a redo video of this concept but from start to finish with the new knowledge so it's easy to follow the thought process. Great videos either way, very helpful in getting me started in the right direction!
@BatteryAcidDev
@BatteryAcidDev Месяц назад
Thanks for the feedback! Do you think a guide, like a roadmap of videos would be helpful? I could put one together on my website or something? The fix video is just correcting a bug, concepts remain.
@rasmus9311
@rasmus9311 Месяц назад
@@BatteryAcidDev Hmm I think that could be useful , or a playlist to know which order videos are. But I think what confused me the most with the adding multiplayer to this brackeys game videos/series were the battle between single player and multiplayer, I think it would have been more clear to start clean with building the multiplayer from the start. As it's confusing enough as it is with multiplayer, so it wasn't a very clear path from start to finish. (speaking from someone with little experiece, so it's harder for me to follow along and understand the logic)
@ilanb
@ilanb 3 месяца назад
I ran into this exact issue when trying out the MultiplayerSpawner. I managed to "fix" it myself by just using RPCs instead of the MultiplayerSpawner node to spawn the players. I myself did not use the node name to store the peer id, and so my player character would just break. Using an RPC to spawn the player let me set the peer id and authority on the player node before it was even added to the tree, which seemed to do the trick. The only problem is having to manually spawn/despawn/sync players to all peers, but not that big a deal.
@BatteryAcidDev
@BatteryAcidDev 2 месяца назад
Yes using RPCs can help as a workaround where needed, I was able to get it working with the spawner, but you do have to know the "tricks", hence these videos!
@yuvalkrispin
@yuvalkrispin 3 месяца назад
Thanks!
@LaCe5758
@LaCe5758 3 месяца назад
Do you think you'd be able to help us push this project a little further? Like returning to the main screen when the game ends and being able to host and join again over and over without having to restart the debugger
@BatteryAcidDev
@BatteryAcidDev 3 месяца назад
I probably will but check here Add a Main Menu Before the Game Play Scene ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dFOM5UruoBc.html
@LaCe5758
@LaCe5758 3 месяца назад
@@BatteryAcidDev I got the main menu working and handled the client + host disconnections gracefully, I can quit and rehost normally, if you need help I'm here mate
@erwinbroekhuis
@erwinbroekhuis 2 месяца назад
Using the name seems like a terrible hack that won't work if you're making games where one player controls multiple units, who of course can not have the same name.
@BatteryAcidDev
@BatteryAcidDev 2 месяца назад
For controlling a single character that is full client authority, as shown in this (and the previous) video, using name is a viable solution. For games that control more than one unit, that would need a refactor to support those new requirements. Off the top of my head you could synchronize a player_id field, for example, like I’ve used in previous videos or maybe use name but just append an index at the end of the network_id, incremented for each unit. Checks for network ID would have to be adjusted to “contains” verses equals. Another approach would be to spawn characters in using RPCs if the above solutions don't work for you... so you have options.
@matrosya1
@matrosya1 3 месяца назад
Спасибо, я довольно долго мучился с этой ошибкой. Пожалуйста, напишите об этой ошибке в комментариях к первому уроку из этой серии.
@BatteryAcidDev
@BatteryAcidDev 3 месяца назад
Glad it helped! Yes, that's a good idea! Thanks!
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