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Automatically replicates spawnable nodes from the authority to other multiplayer peers.
Spawnable scenes can be configured in the editor or through code (see add_spawnable_scene).
Internally, MultiplayerSpawner uses MultiplayerAPI.object_configuration_add to notify spawns passing the spawned node as the
object and itself as the
configuration, and MultiplayerAPI.object_configuration_remove to notify despawns in a similar way.
get_spawnable_scene_count ( ) const
despawned ( Node node )
Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on puppets.
spawned ( Node node )
Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on puppets.
Note: The returned node should not be added to the scene with Node.add_child. This is done automatically.
int spawn_limit =
Maximum nodes that is allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.
When set to
0 (the default), there is no limit.
NodePath spawn_path =
Path to the spawn root. Spawnable scenes that are added as direct children are replicated to other peers.
void add_spawnable_scene ( String path )
Adds a scene path to spawnable scenes, making it automatically replicated from the multiplayer authority to other peers when added as children of the node pointed by spawn_path.
void clear_spawnable_scenes ( )
Clears all spawnable scenes. Does not despawn existing instances on remote peers.
Returns the spawnable scene path by index.
int get_spawnable_scene_count ( ) const
Returns the count of spawnable scene paths.
Requests a custom spawn, with
data passed to spawn_function on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by spawn_path.
Note: Spawnable scenes are spawned automatically. spawn is only needed for custom spawns.