Getting player input in client/server games

EamonnMREamonnMR Posts: 3Member

The peer-to-peer method of each player having their own network-master avatar that uses rset to impose its state across the network won't work in a server-authoritative setup. Way I see it, there are two patterns to handle player input with Godot's network primitives:

  • Input Handler node on the client uses rpc_id whenever there is input to push updates to the server, the server responds to those RPCs by changing server state.
  • Input Handler node on the client uses rset to sync input states to a corresponding puppet on the server, the server looks at the puppet vars to determine player input.

Are there any other methods? Is one of these methods more efficient/preferred? I'm sort of leaning towards the rset method because it seems cleaner/more node-oriented.


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