Godot Version
4.2.2
Question
I’m making multiplayer system with syncing rpc calling.
I want to know if there is any way better than Engine.time_scale, Engine.physics_ticks_per_second.
And in my solution, it always ran faster than server even cant stop
My current solution:
var started
@rpc("authority", "call_remote", "reliable")
func start():
Engine.time_scale = 1000
Engine.physics_ticks_every_second = 60000
started=true
@rpc("authority", "call_remote", "reliable")
func stop():
Engine.time_scale = 1
Engine.physics_ticks_every_second = 60
started=false
func _process(delta):
if started: # report progress, if reached call stop
func _physics_process(delta):
if started: # count time, run sync queues received from server
Sorry for wrong property name. It’s Engine.physics_ticks_per_second