Рет қаралды 1,250
A quick review of how to setup client authority over the full player object, and not just the inputs. As a continuation off of the base Brackeys-multiplayer project, this is an easy way to have responsive player movement, for example CoOp games, but be mindful of the potential for cheating using this approach.
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[Follow along starting point] Clone repo, then checkout this commit:
⭐️ github.com/BatteryAcid/godot-...
[Finished project]
👉 github.com/BatteryAcid/godot-...
FIX for the exceptions found here: • FIXED! Full Player-Cli...
Thank you @tldmbruno for the suggestion!
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00:00:00 FULL PLAYER AUTHORIZATION INTRO
00:01:10 PLAYER CONTROLLER CHANGES
00:05:55 INPUT CHANGES
00:07:02 KILLZONE CHANGE
00:08:04 TEST CHANGES
00:08:43 SYNCHRONIZE SLIME
00:10:18 POTENTIAL ISSUES
00:12:12 DEDICATED SERVER BUILD & DEPLOYMENT
#playerauthority #clientauthority #lagcompensation #clientsidepredictionserverreconciliation #netfox
#steam #steamgame #steammultiplayerpeer #extension #p2p #steammultiplayer #steammultiplayerpeer #godotsteam #steamp2p #2dgame #respawn #pvp #health #animations #gamedevelopment #2dmultiplayer #godotstartertemplate #godot #godottips #gametech #gamedev #indiedev #multiplayer #network #godotengine #brackeys