Co-op Voxel Terrain Generation , tethered?

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 :smiley:

If you share code, please wrap it inside three backticks or replace the code in the next block:

func _ready() -> void:
    print("hello world")

We have no idea how your game works, how your code is written, and how your nodes are set up, so it’s almost impossible to help without more information.