Multiplayer Player Spawner is used for spawning player characters (or other playable objects) in Custom Multiplayer games. When spawning other objects than players in an MP game, use the regular Spawner.
To ensure that each player (or in tech terms: client) gets to control the correct object or character, you need to connect the On Player Joined output of the Multiplayer Info to the Player Index input of the Multiplayer Player Spawner.
Object To Spawn | The object that will be spawned. Drag a link to an object or use the Set button. Set - When you tap the Set button, you'll see a list of all Reusables in your game. Select the Reusable to spawn. |
Spawn At | Defines the location where the object will be spawned: place a new object to the scene, make it invisible if needed, and drag a link from Spawn At to this new object. If there is no Spawn At target, spawned objects appear at the location of the node. |
Execute | Executes the node. The client that executes the node will gain the ownership of this object. Note: it is possible to execute the node also through the other inputs |
↳ On Start | Executes the node when the game starts |
Enabled | Enable or disable the node. Disabled nodes cannot be executed |
Use Spawner Local Transform | Uses local transform of the Spawn At object to determine the spawn direction. |
Offset as Absolute Transform | Determines if Offset X / Y / Z should be used as an absolute transform instead of a local offset. |
Player Index (input) | This input typically receives the Player Index from the Multiplayer Info node, when new players join the game. First player = Zero Second player = One Third player = Two Fourth player = Three etc. |
Offset X/Y/Z | Shifts the position at which an object is created. Set it manually with the X, Y and Z values or use an input value from other nodes. |
Player Index (output) | Sends a signal when a player is spawned, as well as the corresponding player index |
A how-to guide for building a simple multiplayer start scene: