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Improve MultiplayerSynchronizer editor UX to prevent setting both Sync and Watch #77896
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cc @Faless |
In the future make sure to follow the instructions and exclude the 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) |
This seems to be a usability issue, opening the project, I found the following config: I.e. the variable is configured for both To skip the constant synchronization I think we should improve the editor UX so that setting a variable to both |
Oh my! I am such a fool, sorry for the bad post, and thanks for your answers! |
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 |
Reopening this issue to handle the identified UX improvement that we should do. |
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
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