mirror of https://github.com/godotengine/godot
Allows synchronizing (sub-)resource properties, transform components, etc. by using subnames. As an example, `.:transform.x` will only synchronize the `x` component of the root transform instead of the whole transform. This can also be used to synchronize a resource own properties, as long as they are synchronizable (i.e. the property itself is not an Object, RID, or Callable). |
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|---|---|---|
| .. | ||
| doc_classes | ||
| editor | ||
| SCsub | ||
| config.py | ||
| multiplayer_debugger.cpp | ||
| multiplayer_debugger.h | ||
| multiplayer_spawner.cpp | ||
| multiplayer_spawner.h | ||
| multiplayer_synchronizer.cpp | ||
| multiplayer_synchronizer.h | ||
| register_types.cpp | ||
| register_types.h | ||
| scene_cache_interface.cpp | ||
| scene_cache_interface.h | ||
| scene_multiplayer.cpp | ||
| scene_multiplayer.h | ||
| scene_replication_config.cpp | ||
| scene_replication_config.h | ||
| scene_replication_interface.cpp | ||
| scene_replication_interface.h | ||
| scene_rpc_interface.cpp | ||
| scene_rpc_interface.h | ||