Hi,
I've recently made a game where the player (a camera node) can place Rigidbody3Ds (cubes etc) on a level (Staticbody3D) to build up a structure of multiple instanced Rigidbody3Ds.
I've recently been attempting to implement multiplayer between 2 players, were each player is placed at either end of the level and can shoot cannons at each others structures. So far, I have been able to use the high level networking tools Godot offers to get two players onto the same level. Then I have used the rpc() function to allow a player to spawn a Rigidbody3D instance on the level, which the other player can see.
My problem comes now, where I am trying to sync the physics of the instanced Rigidbody3D. I have read online about how this can be implemented, but there is not many answers around this. My current understanding is that I need to make the level be run on the server as the master, and each of the players who join be clients. The RigidBody3Ds they instance should become children of the level, who is the master, and the master level should tell both clients where each of the RigidBody3Ds are.
I have attached a screenshot of the level and a small structure one player has created, that the other player can see.
If any code examples or further information on the project is needed for a proper answer please let me know.
If anyone has any experience with this that would be greatly appreciated!
