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Improve MultiplayerSynchronizer editor UX to prevent setting both Sync and Watch #77896

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agrimminck opened this issue Jun 6, 2023 · 6 comments · Fixed by #81136
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@agrimminck
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agrimminck commented Jun 6, 2023

Godot version

4.1.dev4

System information

Windows 10 Godot 4.1.dev4

Issue description

The watched property in the Multiplayer Synchronizer node is supposed to pass the variable through the network only when it changes, but as I use the network profiler, it is evidently not working as intended

Steps to reproduce

Open 2 debug instances on the project I will give, use the network profiler and you will see the variable does not change, although it goes up to 780b/s on the network

Minimal reproduction project

minimalproject.zip

@Calinou
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Calinou commented Jun 6, 2023

cc @Faless

@AThousandShips
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AThousandShips commented Jun 6, 2023

In the future make sure to follow the instructions and exclude the .godot folder, it helps with size and security, also your script files are broken due to indentation errors, causing it not to run correctly, and you have autoloads that aren't included, it's important to clean up your MRP

Edit: My bad, it was due to auto conversion for indentation, but the code style recommends tabs so you can probably expect testers to use it (and it will be safer from error perspective)

@Faless
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Faless commented Jun 6, 2023

This seems to be a usability issue, opening the project, I found the following config:

also_sync

I.e. the variable is configured for both sync and watch.

To skip the constant synchronization sync should be disabled:

only_watch

I think we should improve the editor UX so that setting a variable to both sync and watch is not possible (or shows a warning).

@agrimminck
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Oh my! I am such a fool, sorry for the bad post, and thanks for your answers!

@agrimminck
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agrimminck commented Jun 6, 2023

In the future make sure to follow the instructions and exclude the .godot folder, it helps with size and security, also your script files are broken due to indentation errors, causing it not to run correctly, and you have autoloads that aren't included, it's important to clean up your MRP

It is not broken due to identation errors, I use spaces instead of tabs

Sorry for not erasing the .godot file and not cleaning the autoloads 🤒😬, will do that for future bug reports

@akien-mga akien-mga added enhancement and removed bug labels Jun 6, 2023
@akien-mga akien-mga changed the title "Watched" property on MultiplayerSynchronizer node is not working Improve MultiplayerSynchronizer editor UX to prevent setting both Sync and Watch Jun 6, 2023
@akien-mga
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Reopening this issue to handle the identified UX improvement that we should do.

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5 participants