0 votes

I'm making simple Godot project that works with Node.js server. To receive and send packet to Node.js server, I used StreamPeerTCP.

First seems works, but after 2nd transmission from server, extract data from packet were broken and mess all other logics.

This wasn't happened when same logic tested with Unity C#:
https://github.com/rico345100/unity-multiplayer-with-nodejs/blob/master/Assets/Scripts/Network/NetworkManager.cs

Here's the repo I'm currently developing:
https://github.com/rico345100/godot-multiplayer-with-nodejs
https://github.com/rico345100/nodejs-tcp-server-for-godot

Used Godot 3.1.2 but also works with 3.2.rc6. Tested with Godot 3.1.2 and macOS 10.13.6.

in Engine by (134 points)

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