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MultiplayerSpawner not working when instantiated on client after the host #62320

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ghost opened this issue Jun 22, 2022 · 1 comment · Fixed by #62961
Closed

MultiplayerSpawner not working when instantiated on client after the host #62320

ghost opened this issue Jun 22, 2022 · 1 comment · Fixed by #62961

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@ghost
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ghost commented Jun 22, 2022

Godot version

v4.0.alpha10.official [4bbe7f0]

System information

Windows 10

Issue description

I've been getting some very buggy behavior with the MultiplayerSpawner when instantiating it

If you're connected to a server as a client, and instantiate a scene containing a MultiplayerSpawner AFTER the host has already instantiated that same scene & the host has already instantiated scenes for the MultiplayerSpawner to spawn, the MultiplayerSpawner just won't work on the client

The following error will be spit out by the client:
error

Steps to reproduce

Simply load a scene containing a MultiplayerSpawner as a client after the host has already loaded that same scene & has instantiated scenes for the MultiplayerSpawner to spawn

Minimal reproduction project

MultiplayerSpawner bug.zip

@jgillich
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I've also come across this in #62027. What is odd is that the multiplayer_bomber example works fine, and I believe it creates the server scene first. So it seems this problem only occurs when you join a bit later than the server

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