Full Player-Client Multiplayer Authority

A quick review of how to setup client authority over the full player object, and not just the inputs. As a continuation off of the base Brackeys-multiplayer project, this is an easy way to have responsive player movement, for example CoOp games, but be mindful of the potential for cheating using this approach.
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[Follow along starting point] Clone repo, then checkout this commit:
⭐️ github.com/BatteryAcid/godot-...
[Finished project]
👉 github.com/BatteryAcid/godot-...
FIX for the exceptions found here: • FIXED! Full Player-Cli...
Thank you @tldmbruno for the suggestion!
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00:00:00 FULL PLAYER AUTHORIZATION INTRO
00:01:10 PLAYER CONTROLLER CHANGES
00:05:55 INPUT CHANGES
00:07:02 KILLZONE CHANGE
00:08:04 TEST CHANGES
00:08:43 SYNCHRONIZE SLIME
00:10:18 POTENTIAL ISSUES
00:12:12 DEDICATED SERVER BUILD & DEPLOYMENT
#playerauthority #clientauthority #lagcompensation #clientsidepredictionserverreconciliation #netfox
#steam #steamgame #steammultiplayerpeer #extension #p2p #steammultiplayer #steammultiplayerpeer #godotsteam #steamp2p #2dgame #respawn #pvp #health #animations #gamedevelopment #2dmultiplayer #godotstartertemplate #godot #godottips #gametech #gamedev #indiedev #multiplayer #network #godotengine #brackeys

Пікірлер: 20

  • @BatteryAcidDev
    @BatteryAcidDev21 күн бұрын

    **FIX** for the exceptions found here: kzread.info/dash/bejne/enyjpc2ycse4fdY.html Thank you @tldmbruno for the suggestion!

  • @LaCe5758
    @LaCe575822 күн бұрын

    you're carrying my current online game! Now I just need a youtuber to carry me with the level design

  • @herrspaten1796

    @herrspaten1796

    22 күн бұрын

    Level design is pretty hard. I tend to underestimate it all the time

  • @LaCe5758

    @LaCe5758

    22 күн бұрын

    @@herrspaten1796 same! I came up with some ideas after I thought "How can I make a level that relies on my game mechanics"

  • @herrspaten1796

    @herrspaten1796

    22 күн бұрын

    @@LaCe5758 when in doubt, look at nintendo games! Thats my way of dealing with level design

  • @BatteryAcidDev

    @BatteryAcidDev

    18 күн бұрын

    Haha nice! Yea I think we all need that!

  • @tldmbruno
    @tldmbruno22 күн бұрын

    10:54 I had that error fixed by using "_enter_tree(): set_multiplayer_authority(str(name).to_int())". Because _enter_tree is called before _ready, the peer that just joined can set who is the multiplayer_authority of each player character. One HUGE misconseption I found people think (mostly because this info is nowhere to be found on the internet nor in the docs) is not knowing that multiplayer_authority is defined PER PEER. The reason using "name = peer_id" works its because MultiplayerSpawner already syncs the node's names. So the third player joins in, with the other two players having their names set as "1" and something like "348574813" respectively. Then the _enter_tree runs FOR EVERY CHARACTER in the third peer's machine. The enter_tree then sets the multiplayer authority correctly for that peer, because it uses the node's names. The error at 10:54 is basically saying: "the third peer thought someone else had the authority to that node!".

  • @tldmbruno

    @tldmbruno

    22 күн бұрын

    I only found out about this thing about multiplayer_authority being defined per peer after I spent two days trying every possible combination of set_multiplayer_authority.

  • @BatteryAcidDev

    @BatteryAcidDev

    21 күн бұрын

    Yea so I revisited this approach with a fresh mind, and I can't believe I got it working!! I was making a dumb mistake that I caught the second time around, so thanks a ton!!! Thanks!

  • @BatteryAcidDev

    @BatteryAcidDev

    21 күн бұрын

    Added correction video here: kzread.info/dash/bejne/enyjpc2ycse4fdY.html Thank you @tldmbruno for the suggestion!

  • @yuvalkrispin
    @yuvalkrispin22 күн бұрын

    Nice thanks for everything This is great Meme please a database tutorial

  • @BatteryAcidDev

    @BatteryAcidDev

    18 күн бұрын

    Thank you! Yes, that is in the queue. I may do a NoSQL one to start but not sure... let me know which type of database you'd like me to focus on. And also where to host it?? I generally use AWS because it's easy for me, but there are other services, so let me know!

  • @DragilusGame
    @DragilusGame10 күн бұрын

    Great video, I like the way you show how things are done. I had another question with this video, but what would be the best way to deal with the disconnection/closure of the server host to the client. I tried to do in the Steam tutorial, but it didn't work as expected.

  • @plompcore
    @plompcore22 күн бұрын

    Much appreciated!! I'm wondering how to handle scene changes in an online game

  • @LaCe5758

    @LaCe5758

    22 күн бұрын

    I did it after many headaches, now I have a nice main menu screen where I can choose Online Mode/Local Mode/Settings (and choose the level once I do more levels!), the classic menu screen

  • @BatteryAcidDev

    @BatteryAcidDev

    18 күн бұрын

    You can make RPC calls from the Authority(server/host) to the clients that tell them to change scenes. Also, you can probably swap out Nodes using the MultiplayerSpawner to achieve something similar, but I haven't played around with that just yet.

  • @Ceisri
    @Ceisri21 күн бұрын

    everyone made already 10000 videos on how to sync players.... but how do I sync NPC's ? the only thing I managed so far is either making the NPC a fake player but I can't do it with multiple NPCs.... or using rpc but for some reason it only syncs on computers and not on phones

  • @BatteryAcidDev

    @BatteryAcidDev

    21 күн бұрын

    I’ll do some more on that topic but you can check here in the meantime: Spawn & Sync Enemy Mobs for Godot Multiplayer Games kzread.info/dash/bejne/k5Nqmdtqf9e4k9o.html Automate Mob Movement Using Navigation 3D Region + Agent [Godot 4] kzread.info/dash/bejne/rHufkqyPm5y2YZc.html

  • @BatteryAcidDev

    @BatteryAcidDev

    13 күн бұрын

    Here’s a new one: kzread.info/dash/bejne/hZeT0rKYnq65fJs.htmlsi=6v-F3xvgM7WeqltG