Godot Version
4.3
Question
I’m currently trying to separate client input from the main player script for full server authoritative gameplay. Clients only send input and the server translates that input into game logic.
However, I still need to give the player authority over their input script/node. I tried doing this by calling the input node and passing the Player_ID
variable
Player Script:
Client Input Script:
Player Scene Tree:
However, when I try it, ClientInput’s Player_ID
is always null
.
How can I send variables down the scene tree?
I think client input _enter _tree is called before player _ready
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_ready
has no code inside it. (Hence, the pass
keyword. So the order doesn’t matter at all and is unrelated to my question.
Your code is evaluated in this order, which is why you get a null value
Try creating a setter function on your client input script and react only when your player node pushes the data
1 Like
Whoops. My bad. I thought you were talking about the client input script alone. I’ll give it a shot.
I figured it out.
I can trigger a setter function from the player script:
Then, it applies to the client input script:
Result in the console:
@francois.delataste Thanks for your help, and sorry again for my misunderstanding.
Edit: You can also simplify the setter line from the player script by passing the variable.
Player Script:
Client Input Script:
1 Like
system
Closed
November 26, 2024, 8:33pm
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