MultiplayerSynchronizer

Inherits: Node < Object

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Properties

float

delta_interval

0.0

bool

public_visibility

true

SceneReplicationConfig

replication_config

float

replication_interval

0.0

NodePath

root_path

NodePath("..")

VisibilityUpdateMode

visibility_update_mode

0

Methods

void

add_visibility_filter ( Callable filter )

bool

get_visibility_for ( int peer ) const

void

remove_visibility_filter ( Callable filter )

void

set_visibility_for ( int peer, bool visible )

void

update_visibility ( int for_peer=0 )


Signals

delta_synchronized ( )

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synchronized ( )

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visibility_changed ( int for_peer )

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Enumerations

enum VisibilityUpdateMode:

VisibilityUpdateMode VISIBILITY_PROCESS_IDLE = 0

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VisibilityUpdateMode VISIBILITY_PROCESS_PHYSICS = 1

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VisibilityUpdateMode VISIBILITY_PROCESS_NONE = 2

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Property Descriptions

float delta_interval = 0.0

  • void set_delta_interval ( float value )

  • float get_delta_interval ( )

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bool public_visibility = true

  • void set_visibility_public ( bool value )

  • bool is_visibility_public ( )

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SceneReplicationConfig replication_config

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float replication_interval = 0.0

  • void set_replication_interval ( float value )

  • float get_replication_interval ( )

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NodePath root_path = NodePath("..")

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VisibilityUpdateMode visibility_update_mode = 0

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Method Descriptions

void add_visibility_filter ( Callable filter )

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bool get_visibility_for ( int peer ) const

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void remove_visibility_filter ( Callable filter )

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void set_visibility_for ( int peer, bool visible )

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void update_visibility ( int for_peer=0 )

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