I'm trying to test my godot multiplayer and I need to do it from 1 computer, but the thing is it doesn't work (obviously) when I run it with two godot applications open I get these errors: (error from server joiner) E 0:00:02:0306 _send_sync: Condition "!sync || !sync->get_replication_config_ptr() || !_has_authority(sync)" is true. Continuing. <C++ Source> modules/multiplayer/scene_replication_interface.cpp:812 @ _send_sync()
(error from server hoster)E 0:00:07:0261 _send_sync: Condition "!sync || !sync->get_replication_config_ptr() || !_has_authority(sync)" is true. Continuing. <C++ Source> modules/multiplayer/scene_replication_interface.cpp:812 @ _send_sync()
both of these errors have delta variations where it's _send_delta
instead all I can offer is my code:
extends Node2D
var peer = ENetMultiplayerPeer.new()
@export var player_scene: PackedScene
@onready var menu = $CanvasLayer
func _on_host_pressed():
menu.hide()
peer.create_server(8120)
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(add_player)
add_player(multiplayer.get_unique_id())
func add_player(id):
var player = player_scene.instantiate()
player.name = str(id)
add_child(player)
func _on_join_pressed():
menu.hide()
peer.create_client("localhost",8120)
multiplayer.multiplayer_peer = peer
has been fixed, I wasn't using a debug feature. (I had to turn on multiple instances of the game running at the same time through debug menu)