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Synchronizing properties of nodes which aren't under the root node #298
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I imagine it is impossible to synchronize properties outside the root node as Godot's multiplayer is based on the scene tree reference. |
(for no misunderstanding, the root node I refer to in the OP is the |
Reparenting is probably best done by making a copy and destroying the original. Or never having that node be in somewhere that can't be permanent would be even better. SceneReplicationConfig isn't really built for moving NodePaths. There's stuff like RemoteTransform3D which might make influencing nodes that arent children easier also. |
I would like to not destroy and remake the original for 2 reasons.
That is an interesting idea actually. It doesn't fit my case unless I do some hacks, but to expand on it: I have an
How is netfox related to Having a |
In
RollbackSynchronizer.process_settings()
:This seems like nodes outside root cannot be synchronized.
Is it impossible to synchronize properties outside a root node? Is there some temporary workaround with
NodePath
properties?For my use-case, I want to synchronize a node which changes parents (brawler to world, and world to brawler)
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