|
|
|
|
|
by pests
1671 days ago
|
|
Did you read the article? The code sections show the player_name and position variables being synced with the position being synced every 16ms/62.5Hz. The sentence right before your first quote answers your question - "Note that the client code doesn't "instantiates" the scene explicitly. However, since the scene is marked for replication [... your quote]" In this case its sending the scene for the clients to instantiate. They gave an example of messaging as well - RPC. |
|
And for messaging, I wrote "Why is integrating state synchronization with messaging a useful thing?" but I guess it would have been clearer if I asked "Why is integrating state synchronization with RPC a useful thing?"... what are some examples of what that's used for?