Hi everyone (using godot 4.3.1 btw),
I'm trying to use the class SceneMultiplayer to send packets to clients reliably, but I'm running into issues. I'm pretty sure my implementation is correct, but I am not getting any packets recieved. Here is my code
# Make server
var server : ENetMultiplayerPeer = ENetMultiplayerPeer.new()
server.create_server(4242)
# Create and set multiplayer
var test : SceneMultiplayer = SceneMultiplayer.new()
test.multiplayer_peer = server
get_tree().set_multiplayer(test, self.get_path())
# Create packet
var packet : PackedByteArray = [0]
# Connect multiplayer packet signal
test.peer_packet.connect(packet_gotted)
# Send packet using reliable sending
test.send_bytes(packet, 0, 2)
I'm creating a server and overwriting the normal multiplayer with a new SceneMultiplayer. Then I'm sending a packet to myself to make sure it is getting sent. However, the signal for when a packet is received is never called. Anyone know where I'm going wrong? Thanks