extends Node const PlayerScene = preload("res://Player.tscn") var rng = RandomNumberGenerator.new() func _ready(): $MultiplayerSpawner.add_spawnable_scene("res://Player.tscn") print($MultiplayerSpawner.get_spawnable_scene(0)) # Start the server if Godot is passed the "--server" argument, # and start a client otherwise. if Globals.is_server: start_network(true) else: start_network(false) func start_network(server: bool): var peer = ENetMultiplayerPeer.new() if server: multiplayer.peer_connected.connect(self.create_player) multiplayer.peer_disconnected.connect(self.destroy_player) peer.create_server(4242) print('server listening on localhost 4242') else: multiplayer.connected_to_server.connect(self.connected_to_server) peer.create_client(Globals.server_ip, 4242) multiplayer.set_multiplayer_peer(peer) func create_player(id): #pass # Instantiate a new player for this client. var p = PlayerScene.instantiate() #var p = Node3D.new() # Set the name, so players can figure out their local authority p.name = str(1) print(str(id) + ' just connected') $NetworkedNodes.add_child(p) func destroy_player(id): pass # Delete this peer's node. #$NetworkedNodes.get_node(str(id)).queue_free() func connected_to_server(): $Pole/Camera3D.queue_free()