Godot Version
4.4.1
Question
I am working on creating a peer-to-peer multiplayer game in Godot. I have successfully set up the multiplayer networking using the ENetMultiplayerPeer. I am successfully synchronizing lobby information using the MultiplayerSynchronizer and lobby chat messages with RPCs.
I am now at the point where I want to spawn the Player nodes via a MultiplayerSpawner. I run all the node-spawning code on the server (which has multiplayer authority) via the peer_connected and peer_disconnected signals. The nodes for each player successfully spawn on the server. However, the player nodes do not show on the client instances. The MultiplayerSpawner and Spawn Path node (called “Players”) are present on both instances as an autoload.
According to all the documentation I have read (and tutorials I have watched), this should work correctly. Any help is greatly appreciated!
Server Scene Tree after connection:
Client Scene Tree after connection: