Hi,
I'm pasting part of an issue on github (https://github.com/godotengine/godot/issues/29933):
I have a networked game where clients can connect to a server (which is a godot engine instance). When the game is started, instances of client entities are spawned in for each player using a for loop (similar to the 'multiplayer_bomber'. See: https://github.com/godotengine/godot-demo-projects/tree/master/networking/multiplayer_bomber). All works well when sending non-authoritative data, such as position vectors or basis matrices, but incorrect behaviour occurs when key presses (i.e. authoritative data) are sent. This time (using an authoritative key press model), the wrong clients are being controlled, even though everything was perfectly fine when directly sending non-authoritative data. FYI: I am calling set_network_master for each instance using the correct ID (of that client). Also, I don't think this is a latency problem, since that should not be the cause of controlling the wrong clients. Also, I am using an authoritative server, whereby clients are controlled remotely from key presses sent using the rset_unreliable method.
Anyone know why this is happening ?
Thanks