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
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1. Where to set client authority?
https://github.com/godotengine/godot/...
2. Order of MultiplayerSynchronizers in scene
https://github.com/godotengine/godot/...
[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
https://docs.godotengine.org/en/stabl...
5. Start with a prototype or proof-of-concept
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[Reference Project - Must open with GodotSteam custom MultiplayerPeer build]
https://github.com/BatteryAcid/godot-...
[Looking for the code?]
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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
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