Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

SceneReplicationConfig

Inherits: Resource < RefCounted < Object

Configuration for properties to synchronize with a MultiplayerSynchronizer.

Methods

void

add_property(path: NodePath, index: int = -1)

Array[NodePath]

get_properties() const

bool

has_property(path: NodePath) const

int

property_get_index(path: NodePath) const

ReplicationMode

property_get_replication_mode(path: NodePath)

bool

property_get_spawn(path: NodePath)

bool

property_get_sync(path: NodePath)

bool

property_get_watch(path: NodePath)

void

property_set_replication_mode(path: NodePath, mode: ReplicationMode)

void

property_set_spawn(path: NodePath, enabled: bool)

void

property_set_sync(path: NodePath, enabled: bool)

void

property_set_watch(path: NodePath, enabled: bool)

void

remove_property(path: NodePath)


Enumerations

enum ReplicationMode:

ReplicationMode REPLICATION_MODE_NEVER = 0

Do not keep the given property synchronized.

ReplicationMode REPLICATION_MODE_ALWAYS = 1

Replicate the given property on process by constantly sending updates using unreliable transfer mode.

ReplicationMode REPLICATION_MODE_ON_CHANGE = 2

Replicate the given property on process by sending updates using reliable transfer mode when its value changes.


Method Descriptions

void add_property(path: NodePath, index: int = -1)

Adds the property identified by the given path to the list of the properties being synchronized, optionally passing an index.

Note: For details on restrictions and limitations on property synchronization, see MultiplayerSynchronizer.


Array[NodePath] get_properties() const

Returns a list of synchronized property NodePaths.


bool has_property(path: NodePath) const

Returns true if the given path is configured for synchronization.


int property_get_index(path: NodePath) const

Finds the index of the given path.


ReplicationMode property_get_replication_mode(path: NodePath)

Returns the replication mode for the property identified by the given path. See ReplicationMode.


bool property_get_spawn(path: NodePath)

Returns true if the property identified by the given path is configured to be synchronized on spawn.


bool property_get_sync(path: NodePath)

Deprecated: Use property_get_replication_mode instead.

Returns true if the property identified by the given path is configured to be synchronized on process.


bool property_get_watch(path: NodePath)

Deprecated: Use property_get_replication_mode instead.

Returns true if the property identified by the given path is configured to be reliably synchronized when changes are detected on process.


void property_set_replication_mode(path: NodePath, mode: ReplicationMode)

Sets the synchronization mode for the property identified by the given path. See ReplicationMode.


void property_set_spawn(path: NodePath, enabled: bool)

Sets whether the property identified by the given path is configured to be synchronized on spawn.


void property_set_sync(path: NodePath, enabled: bool)

Deprecated: Use property_set_replication_mode with REPLICATION_MODE_ALWAYS instead.

Sets whether the property identified by the given path is configured to be synchronized on process.


void property_set_watch(path: NodePath, enabled: bool)

Deprecated: Use property_set_replication_mode with REPLICATION_MODE_ON_CHANGE instead.

Sets whether the property identified by the given path is configured to be reliably synchronized when changes are detected on process.


void remove_property(path: NodePath)

Removes the property identified by the given path from the configuration.


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