Godot Version
4.3
Question
Ok, I asked a very similar question a while back:
HOWEVER, I have new knowledge on Godot multiplayer architecture and the experience from building my game’s netcode. Plus, I’m refactoring my netcode as well. So, I wanted to ask a similar, but more specific question.
Can you use RPC functions to do what the multiplayer spawner node does?
I very much understand the use cases for the multiplayer spawner node from my own experience and from the Godot docs.
The spawner node syncs the spawning of objects/nodes and their children across all clients. For my game, it’s very useful for things like:
- Spawning/Respawning the player.
- Loading the map.
- Loading map items.
- Etc.
I’m wondering if doing the same thing via RPC calls would be viable. I could be missing something crucial. That’s why I’m asking.
Also, I managed to replace the multiplayer synchronizer node with custom RPCs and it works great. I also like RPCs better because I see exactly what happening, when it’s happening, and it keeps the code local and easy to read.