MultiplayerAPI Properties |
The MultiplayerAPI type exposes the following members.
Name | Description | |
---|---|---|
AllowObjectDecoding | If true (or if the NetworkPeer has AllowObjectDecoding set to true), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs. Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
NativeInstance | (Inherited from Object.) | |
NetworkPeer | The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with IsNetworkServer) and will set root node's network mode to master, or it will become a regular peer with root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals. | |
RefuseNewNetworkConnections | If true, the MultiplayerAPI's NetworkPeer refuses new incoming connections. | |
RootNode | The root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed. This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene. |