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MultiplayerSpawner doesn't work with UIDs #90903
Comments
File access can't open UIDs like this, that's limited to the resource management system, so this is a limitation in that side of things, unsure how to proceed though Note that UIDs are not guaranteed to be valid in the other client, as you might be communicating with a different version of the game, including having a separate server build |
This should be documented then? |
Depending on what path we take yes, the team for multiplayer should evaluate if this is a feature we should add, or document that it's not supported |
It seems to be an error in this case, the loading itself uses |
First time contributor, here's my pull request #91084 |
Tested versions
Reproducible in: 4.3dev5, 4.2.2, latest master [4a01602]
System information
Godot v4.2.2.stable - Ubuntu 23.10 23.10 - X11 - GLES3 (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)
Issue description
MultiplayerSpawner doesn't work if auto spawn path is UID. It prints some errors in console:
Also, after each engine restart UID is erased from Auto Spawn List with error in console:
Can be worked around with ResourceUID.get_id_path(ResourceUID.text_to_id()), but only if spawnable scenes added in code.
Steps to reproduce
Notice no scenes spawned on client, instead errors printed.
Minimal reproduction project (MRP)
bomber.zip
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