mrcdk
November 1, 2025, 6:35am
2
smorty:
And rpc calls are a whole other story… They seem to always expect every client to have the same scene tree … which works great for basic games which work within a single scene on both server and client… but not as well, when the client is meant to only load a single scene at a time , like in my case.
There was a similar question a few days ago:
Godot Version
4.5.1
Context
I am trying to create an online card game. In my game, a player is supposed to know only their own cards, so I don’t want to pass any information about opponents’ cards to the clients. You may ask: why can’t a player’s client know the opponents’ cards? Couldn’t it just store them without displaying? The answer is simple: cheating. If the opponents’ cards are stored on a player’s computer in any way, there will be a possibility to extract that data and use it for an u…
Using that method you won’t be able to use a MultiplayerSpawner as the server will try to sync spawned nodes to all clients. I’ve not tried using the MultiplayerSynchronizer but it may have the same issues.