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SceneReplicationConfig
Table of contents

SceneReplicationConfig #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Configuration for properties to synchronize with a MultiplayerSynchronizer.

Members #

Methods #

func add_property(index: int = -1) -> void#

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.

const func get_properties() -> NodePath[]#

Returns a list of synchronized property NodePaths.

const func has_property(path: NodePath) -> bool#

Returns true if the given path is configured for synchronization.

const func property_get_index(path: NodePath) -> int#

Finds the index of the given path.

func property_get_replication_mode(path: NodePath) -> intSceneReplicationConfig.ReplicationMode#

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

func property_get_spawn(path: NodePath) -> bool#

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

func property_get_sync(path: NodePath) -> bool#

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

func property_get_watch(path: NodePath) -> bool#

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

func property_set_replication_mode(mode: int enumSceneReplicationConfig.ReplicationMode) -> void#

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

func property_set_spawn(enabled: bool) -> void#

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

func property_set_sync(enabled: bool) -> void#

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

func property_set_watch(enabled: bool) -> void#

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

func remove_property(path: NodePath) -> void#

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

Annotations #

Constants #

const REPLICATION_MODE_NEVER = 0 enum ReplicationMode#

Do not keep the given property synchronized.

const REPLICATION_MODE_ALWAYS = 1 enum ReplicationMode#

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

const REPLICATION_MODE_ON_CHANGE = 2 enum ReplicationMode#

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

Constructors #

Enums #

ReplicationMode#

enum ReplicationMode { REPLICATION_MODE_NEVER = 0, REPLICATION_MODE_ALWAYS = 1, REPLICATION_MODE_ON_CHANGE = 2, }

Operators #

Signals #

Theme Items #

Tutorials #