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Configuring a MultiplayerSynchronizer to sync eg. .:transform.x will cause the server to constantly output errors when a client joins.
If the sync mode is set to "Always", one gets two errors repeated forever:
E 0:00:18:0222 get_state: Property '.:transform.x' not found.
<C++ Error> Condition "!valid" is true. Returning: ERR_INVALID_DATA
<C++ Source> modules/multiplayer/multiplayer_synchronizer.cpp:167 @ get_state()
E 0:00:18:0222 _send_sync: Unable to retrieve sync state.
<C++ Error> Condition "err != OK" is true. Continuing.
<C++ Source> modules/multiplayer/scene_replication_interface.cpp:829 @ _send_sync()
Or if the sync mode is set to "On change", then only the first ("Property ... not found") is output forever. (The second error may occur if the value changes, I haven't tested)
AIUI this should be possible since #79479, as mentioned in the 4.2 announcement, and I was keen to use this in my current project, but maybe I'm missing or not misunderstanding something?
Steps to reproduce
Create 2D scene
Add MultiplayerSynchronizer (the root path should default to .. -> the base Node2D)
Add replication property from the path :transform.x
Add simple local networking and buttons to host/join
Tested versions
MRP tested with:
First noticed on:
System information
Godot v4.2.1.stable - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)
Issue description
Configuring a
MultiplayerSynchronizer
to sync eg..:transform.x
will cause the server to constantly output errors when a client joins.If the sync mode is set to "Always", one gets two errors repeated forever:
Or if the sync mode is set to "On change", then only the first ("Property ... not found") is output forever. (The second error may occur if the value changes, I haven't tested)
AIUI this should be possible since #79479, as mentioned in the 4.2 announcement, and I was keen to use this in my current project, but maybe I'm missing or not misunderstanding something?
Steps to reproduce
MultiplayerSynchronizer
(the root path should default to..
-> the base Node2D):transform.x
Minimal reproduction project (MRP)
A single scene which should demonstrate: sync-sub-properties_scene.zip
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