In the game there are doors that the player can enter which will bring them to another scene. In multiplayer, the players should be able to explore independently, so I shouldn't have to have the scene that you are exploring loaded for me (I would think). However, when I try to switch scenes for one player I get a series of errors.
E 0:00:08.216 get_node: (Node not found: "World/353709412" (relative to "/root").)
<C++ Error> Method failed. Returning: nullptr
<C++ Source> scene/main/node.cpp:1465 @ get_node()
E 0:00:08.216 _process_get_node: Failed to get cached path from RPC: World/353709412.
<C++ Source> core/io/multiplayer_api.cpp:267 @ _process_get_node()
E 0:00:08.216 _process_packet: Invalid packet received. Requested node was not found.
<C++ Error> Condition "node == nullptr" is true.
<C++ Source> core/io/multiplayer_api.cpp:203 @ _process_packet()
I'm pretty sure these come from the fact that the player who is still in the "World" scene is sending me rpc calls but because he's attached to a node in the tree that doesn't exist for me anymore godot can't find his puppet to move him around.
So my question is, is the only way around this to have every scene that a player is in loaded all the time? It seems like I should be able to ignore rpc calls for nodes that I don't care about, because I don't want to see them anyway.