Godot Version
4.2.2
Question
Players can’t see one another.
Player Code
extends CharacterBody3D
@onready var camera = $Camera3D
@onready var anim_player = $AnimationPlayer
@onready var muzzel_flash = $Camera3D/Node3D/MuzzelFlash
@onready var host_button = $“…/CanvasLayer/MainMenu/MarginContainer/VBoxContainer/HostButton”
@onready var join_button = $“…/CanvasLayer/MainMenu/MarginContainer/VBoxContainer/JoinButton”
const SPEED = 5.0
const SPRINT_SPEED = 7.5
const JUMP_VELOCITY = 10.0
Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = 30.0
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
func _ready():
if is_multiplayer_authority(): return
camera.current = true
func _input(event):
if not is_multiplayer_authority(): return
if event is InputEventMouseMotion:
self.rotate_y(-event.relative.x * 0.001)
camera.rotate_x(-event.relative.y * 0.001)
camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)
if Input.is_action_pressed(“shoot”):
if anim_player.current_animation != “shoot”:
play_shoot_effects()
func play_shoot_effects():
if not is_multiplayer_authority(): return
anim_player.stop()
anim_player.play(“shoot”)
muzzel_flash.restart()
muzzel_flash.emitting = true
func _physics_process(delta):
if not is_multiplayer_authority(): return
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("left", "right", "forward", "backward")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if Input.is_action_pressed("alt"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if Input.is_action_pressed("sprint"):
velocity.x = direction.x * SPRINT_SPEED
velocity.z = direction.z * SPRINT_SPEED
if anim_player.current_animation == "shoot":
pass
elif input_dir != Vector2.ZERO and is_on_floor():
anim_player.play("move")
else:
anim_player.play("idle")
move_and_slide()
World Code
extends Node3D
@onready var main_menu = $CanvasLayer/MainMenu
@onready var address_entry = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/AddressEntry
const Player = preload(“res://scene/world/player.tscn”)
const PORT = 25555
var enet_peer = ENetMultiplayerPeer.new()
var players = {}
func _ready():
pass
func _unhandled_input(event):
if Input.is_action_just_pressed(“exit”):
delete_player(multiplayer.get_unique_id())
get_tree().quit()
func _on_host_button_pressed():
$CanvasLayer.hide()
enet_peer.create_server(PORT)
multiplayer.multiplayer_peer = enet_peer
multiplayer.peer_connected.connect(add_player)
add_player(multiplayer.get_unique_id())
func _on_join_button_pressed():
$CanvasLayer.hide()
enet_peer.create_client("172.0.0.1", PORT)
multiplayer.multiplayer_peer = enet_peer
add_player(multiplayer.get_unique_id())
func add_player(peer_id):
var player = Player.instantiate()
player.name = str(peer_id)
add_child(player)
players[player.name] = player # Store the player reference in the dictionary
func delete_player(peer_id):
var player = get_node(str(peer_id))
if player != null:
player.queue_free()
players.erase(str(peer_id))