Godot Version
Godot Engine v4.7.2.stable.custom_build[ed1daf0bf]
Question
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I just want to start off by saying im sorry if this is posted in the wrong place or makes little to no sense. I am working on a project that i am so dedicated on and hit a road block and will not give up so…
quick background: ive never coded anything in my life but ive been building this for the last 80 hours and i now know a littlte but a little wont do!..
Ive been using Ai help me code a 2 player sandbox game. i was working it in phases and im stuck on the multiplayer phase.
i was trying to construct it slowly, piece by piece, i confirmed basic Enet transport. i confirmed a authoritative world handshake. i confirmed there was a real multiplayer presence and then move onto real remote player creation, real multiplayer authority, live position replication only, and then i got to releasing the guest movement because for previous multiplayer tests we kept it frozen/locked in place.
once the guest could move the only problem i was having is voxel generation for the guest. if i start godot offline i have no issues with the host but with 2 debug instances with host/guest. if leave host at spawn location and walk guest away. the map eventually ends. (like the guest is on a tether from the host). the voxel terrain will generate if the host moves but not if the guest moves. I will seriously love anyone if they can help me resolve this. Since I am using AI, is there a common mistake we think it overlooked? Any input on things i might be missing would be helpful ![]()
If you share code, please wrap it inside three backticks or replace the code in the next block:
func _ready() -> void:
print("hello world")