0 votes

The game has 3 rigidbody 2d, one is controlled by the host (player1), another by the peer (player2), and the third (ball) can be pushed by the other two, offline works well but in network player2 does not affect the ball correctly! I synchronized the bodies directly by the position! Could it be that?

in Engine by (71 points)

1 Answer

+2 votes
Best answer

It works fine for me.

extends RigidBody2D

var force = 10
const zero = Vector2(0,0)


func _process(delta):

    if (!is_network_master()):
        return


    if (Input.is_key_pressed(KEY_UP)):
        apply_impulse(zero, Vector2(0, -force))
        return

    if (Input.is_key_pressed(KEY_DOWN)):
        apply_impulse(zero, Vector2(0, force))
        return

    if (Input.is_key_pressed(KEY_LEFT)):
        apply_impulse(zero, Vector2(-force,0))
        return

    if (Input.is_key_pressed(KEY_RIGHT)):
        apply_impulse(zero, Vector2(force,0))

        return


var savedTrans = null

slave func updateTrans(t):
    savedTrans = t

func _integrate_forces(state):

    if (is_network_master()):
        rpc("updateTrans",state.transform)
    else:
        if (savedTrans != null):
            state.transform = savedTrans
by (304 points)
edited by

Thank you it was very helpful

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