- Edited
Hello,
I'm exploring godot the first time for a few days with quite a lot experienced from other programmable 3d engines / games but I never dealt with networking for now, that is about to change.
As far as I understood from the networking demos and some tutorials I saw online when I change something on a network master I have to make sure myself using GDScript or similar, that the "puppets" on the other machines in the network reflect what is done on the master machine.
This means there is no "magic" available that for example automatically starts and synchronizes animations when I do this on the master or when a master translates a node and such?
That's what I started doing in some small test already, but I'm concerned that I miss something important which could maybe save me a lot of time, since the official documentation sounded like this should be the case and "puppets" would reflect what a master does.
I hope someone can confirm my assumption or otherwise give me hints / pointers to what I might have missed.
Greetings, Daniel