Up to date
This page is up to date for Godot 4.0
.
If you still find outdated information, please open an issue.
SceneReplicationConfig¶
Inherits: Resource < RefCounted < Object
Configuration for properties to synchronize with a MultiplayerSynchronizer.
Methods¶
void |
add_property ( NodePath path, int index=-1 ) |
get_properties ( ) const |
|
has_property ( NodePath path ) const |
|
property_get_index ( NodePath path ) const |
|
property_get_spawn ( NodePath path ) |
|
property_get_sync ( NodePath path ) |
|
void |
property_set_spawn ( NodePath path, bool enabled ) |
void |
property_set_sync ( NodePath path, bool enabled ) |
void |
remove_property ( NodePath path ) |
Method Descriptions¶
void add_property ( NodePath path, int index=-1 )
Adds the property identified by the given path
to the list of the properties being synchronized, optionally passing an index
.
NodePath[] get_properties ( ) const
Returns a list of synchronized property NodePaths.
bool has_property ( NodePath path ) const
Returns whether the given path
is configured for synchronization.
int property_get_index ( NodePath path ) const
Finds the index of the given path
.
bool property_get_spawn ( NodePath path )
Returns whether the property identified by the given path
is configured to be synchronized on spawn.
bool property_get_sync ( NodePath path )
Returns whether the property identified by the given path
is configured to be synchronized on process.
void property_set_spawn ( NodePath path, bool enabled )
Sets whether the property identified by the given path
is configured to be synchronized on spawn.
void property_set_sync ( NodePath path, bool enabled )
Sets whether the property identified by the given path
is configured to be synchronized on process.
void remove_property ( NodePath path )
Removes the property identified by the given path
from the configuration.