Godot multiplayer networking issues

Godot Version

4.2

Question

I’m trying to test my godot multiplayer and I need to do it from 1 computer, but the thing is it doesn’t work (obviously) when I run it with two godot applications open I get these errors: (error from server joiner) E 0:00:02:0306 _send_sync: Condition "!sync || !sync->get_replication_config_ptr() || !_has_authority(sync)" is true. Continuing. <C++ Source> modules/multiplayer/scene_replication_interface.cpp:812 @ _send_sync() (error from server hoster)E 0:00:07:0261 _send_sync: Condition "!sync || !sync->get_replication_config_ptr() || !_has_authority(sync)" is true. Continuing. <C++ Source> modules/multiplayer/scene_replication_interface.cpp:812 @ _send_sync() both of these errors have delta variations where it’s _send_delta instead all I can offer is my code: `extends Node2D

var peer = ENetMultiplayerPeer.new()
@export var player_scene: PackedScene
@onready var menu = $CanvasLayer

func _on_host_pressed():
menu.hide()
peer.create_server(8120)
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(add_player)
add_player(multiplayer.get_unique_id())

func add_player(id):
var player = player_scene.instantiate()
player.name = str(id)
add_child(player)

func _on_join_pressed():
menu.hide()
peer.create_client(“localhost”,8120)
multiplayer.multiplayer_peer = peer
`

either the synchronizer node doesn’t exist on the client, there is no replication config, or the synchronize node does not have authority to sync the local node. I think that is what the error is saying.

how are you spawning the player nodes?

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