Room control of multiplayer

Godot Version



Assuming the root node is scenetree.root, there are two scene nodes, world1 and world2, under scenetree.root. Each of these scene nodes has multiple child nodes, and the child nodes may have their own child nodes. Some of these nodes may be physics nodes, while others are regular nodes. Additionally, nodes may be added dynamically during runtime.

I want to ensure that world1 and world2 do not interact with each other in terms of physics. For example, bullets and raycasts should not interact between the two worlds. I am using this setup for a game server where multiple rooms have independent scenes. Is there a good solution for this?

Currently, multiple room scenes are causing interference with each other because they are all located at the origin point.