Godot Version
version 4.4.1
The problem is that when I create a server, the host window switches to the game screen, but nothing happens for the player joining the server—there is no transition to the actual gameplay. I don’t understand it.
#to join
extends Button
var peer = ENetMultiplayerPeer.new()
func _on_pressed() -> void:
var port_text = $"../porttype".text.strip_edges()
if not port_text.is_valid_int():
return
var error = peer.create_client("localhost", port_text.to_int())
if error != OK:
return
multiplayer.multiplayer_peer = peer
get_tree().change_scene_to_file("res://scenes/game.tscn")
# host server
extends Button
var peer = ENetMultiplayerPeer.new()
func _on_pressed() -> void:
var port_text = $"../porttype".text.strip_edges()
if not port_text.is_valid_int():
return
var error = peer.create_server(port_text.to_int(), 2)
if error != OK:
return
multiplayer.multiplayer_peer = peer
get_tree().change_scene_to_file("res://scenes/game.tscn")