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I'm using a Multiplayer Synchronizer to sync some variables of two instantiated players (each one has local multiplayer authority). Setting the "watch" property on the multiplayer synchronizer properties causes the player who receive the delta update to receive this error and to not store the updated value:
E 0:00:01:0604 on_delta_receive: Condition "props.size() == 0" is true. Returning: ERR_INVALID_DATA
<C++ Source> modules/multiplayer/scene_replication_interface.cpp:778 @ on_delta_receive()
I don't know if the problem is Mono-specific, but the error comes up even on Node3D default properties.
Steps to reproduce
Create a simple scene with a platform
Create a "Player" scene, that contains a MultiplayerSynchronizer, and put some properties to sync with the "watch" property ON and the "sync" property to OFF
Create a script to make one player create the server and the other to connect as a client to the server
Make the server instantiate the player on connect
Make a script to change the synced variables, to trigger the watched properties change
Godot version
v4.1.beta2.mono.official [a2575cb]
System information
Godot v4.1.beta2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated GeForce RTX 2060 () - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)
Issue description
I'm using a Multiplayer Synchronizer to sync some variables of two instantiated players (each one has local multiplayer authority). Setting the "watch" property on the multiplayer synchronizer properties causes the player who receive the delta update to receive this error and to not store the updated value:
I don't know if the problem is Mono-specific, but the error comes up even on Node3D default properties.
Steps to reproduce
Minimal reproduction project
Test_delta.zip
Test_delta-gdscript.zip
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