Godot Version
Godot 4.3 Steamworks 1.6 GodotSteam MultiplayerPeer 4.1
Question
Code below
I’m using pre-compiled GodotSteam and I cannot figure out how to synchronize past 2 players. 1-2 Players never throws this error, only on 3+ players connecting.
I get this “Node not found” error and I have tried so many different ways to work around it but cannot find one that works. I would think this would just work out of the box when using a custom_spawn or through add_child but I have not found any luck.
Note: Host never has sync issues. Only between the peers.
If anyone knows of a solution or be willing to help me work on a solution I would GREATLY appreciate it. I emphasize that b/c I have tried more things than I can remember at this point to find a solution.


Whats the node thats holding the synchronizer and where is it instantiated?
The synchronizer needs the same path on every peer. The problem is that when you have more then one type of a node the second name is basically random, leading to a random path. You can use ‘add_child(node, true)’ to force it to get a readable name


PlayersLoaded holds the instantiated nodes spawned by the MultSpawner. Does p.name = id not cover the readable name? I can get the player obj to spawn on each peer and it has a unique name, the peers id. I can test add_child(node, true) but then I lose the ability to use set_multiplayer_authority() on p I believe.
Can you go to the remote scene-tree and check if this name (and path) is the same for all peers?
This is what 3 players scene trees look like. Only player 3 cannot see player 2.
This is the copied path of the node it says it cannot find directly from the scene tree. (From player 3 remote tree)
/root/Main/Multiplayer/PlayersMngr/PlayersLoaded/306174886/PlayerSynchronizer
Player 1 & 2 remote

Player 3 remote (Has error at this point)

(Error message for player 3)
The thing is i encountered a similar error and i think this is on godot-side. Spawning nodes that contain multiplayer-nodes with a multiplayerspawner seem to be problematic. Heres an issue on github. I personally recommend to not use multiplayerspawners at all, since their functionality can easily be replicated with an rpc-call.
Maybe someone else knows how to fix this
That is a route I could go down. I’ll keep it in mind.
I have found some luck using a different Steam Multiplayer Godot precompile. I was using SteamMultiplayerPeer before and now I changed to GodotSteam + Expressobits. Using custom_spawn seems to have no issues now. I dont know what magic is going on behind the scenes to make it work using the extension and not the all in one precompile but ill take it for now.
If anyone else runs into this issue in the future, hopefully its either fixed or use the expressobits version. Too early to say it works 100% of the time but i havent ran into an issue yet.
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