Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

SceneReplicationConfig

Inherits: Resource < RefCounted < Object

Configuration for properties to synchronize with a MultiplayerSynchronizer.

Methods

void

add_property(path: NodePath, index: int = -1)

Array[NodePath]

get_properties() const

bool

has_property(path: NodePath) const

int

property_get_index(path: NodePath) const

ReplicationMode

property_get_replication_mode(path: NodePath)

bool

property_get_spawn(path: NodePath)

bool

property_get_sync(path: NodePath)

bool

property_get_watch(path: NodePath)

void

property_set_replication_mode(path: NodePath, mode: ReplicationMode)

void

property_set_spawn(path: NodePath, enabled: bool)

void

property_set_sync(path: NodePath, enabled: bool)

void

property_set_watch(path: NodePath, enabled: bool)

void

remove_property(path: NodePath)


Enumerations

enum ReplicationMode: 🔗

ReplicationMode REPLICATION_MODE_NEVER = 0

Do not keep the given property synchronized.

ReplicationMode REPLICATION_MODE_ALWAYS = 1

Replicate the given property on process by constantly sending updates using unreliable transfer mode.

ReplicationMode REPLICATION_MODE_ON_CHANGE = 2

Replicate the given property on process by sending updates using reliable transfer mode when its value changes.


Method Descriptions

void add_property(path: NodePath, index: int = -1) 🔗

Adds the property identified by the given path to the list of the properties being synchronized, optionally passing an index.

Note: For details on restrictions and limitations on property synchronization, see MultiplayerSynchronizer.


Array[NodePath] get_properties() const 🔗

Returns a list of synchronized property NodePaths.


bool has_property(path: NodePath) const 🔗

Returns true if the given path is configured for synchronization.


int property_get_index(path: NodePath) const 🔗

Finds the index of the given path.


ReplicationMode property_get_replication_mode(path: NodePath) 🔗

Returns the replication mode for the property identified by the given path. See ReplicationMode.


bool property_get_spawn(path: NodePath) 🔗

Returns true if the property identified by the given path is configured to be synchronized on spawn.


bool property_get_sync(path: NodePath) 🔗

Deprecated: Use property_get_replication_mode instead.

Returns true if the property identified by the given path is configured to be synchronized on process.


bool property_get_watch(path: NodePath) 🔗

Deprecated: Use property_get_replication_mode instead.

Returns true if the property identified by the given path is configured to be reliably synchronized when changes are detected on process.


void property_set_replication_mode(path: NodePath, mode: ReplicationMode) 🔗

Sets the synchronization mode for the property identified by the given path. See ReplicationMode.


void property_set_spawn(path: NodePath, enabled: bool) 🔗

Sets whether the property identified by the given path is configured to be synchronized on spawn.


void property_set_sync(path: NodePath, enabled: bool) 🔗

Deprecated: Use property_set_replication_mode with REPLICATION_MODE_ALWAYS instead.

Sets whether the property identified by the given path is configured to be synchronized on process.


void property_set_watch(path: NodePath, enabled: bool) 🔗

Deprecated: Use property_set_replication_mode with REPLICATION_MODE_ON_CHANGE instead.

Sets whether the property identified by the given path is configured to be reliably synchronized when changes are detected on process.


void remove_property(path: NodePath) 🔗

Removes the property identified by the given path from the configuration.