This node ensures that an important event, such as opening a door, takes place simultaneously for all players in a Custom Multiplayer game.
MP Sync works similarly as the Delay node: when the node is executed, you can also pass a value (e.g. a number, an object or a vector). The On Sync output will forward this value when syncing is completed.
Execute (with data) | Activates the syncing process and triggers the On Sync output when done. Can also receive e.g. numbers, vectors or target objects. |
Enabled (on / off) | Enable or disable the node. Disabled nodes cannot be executed. |
Syncer Only (on / off) | When enabled, On Sync links will only be executed for the selected player index. Can be used to filter an action so that it happen only to a certain player. |
Lag Compensation (on / off) | When enabled, ensures that network delay is managed in relation to a specified player's actions. |
Player Index | Determines which client is used to synchronize the action with. Can also be used as a filter, as only the links from the player who "owns" the executed MP Sync node are passed through. See below for details |
On Sync | Sends a signal when syncing is completed. If data was included in the execute signal, this will also be sent forward. |
Each multiplayer session is hosted by the player who first joins and starts that session - that is, the player with the Player Index 0. Each consecutive player gets their own index based on the order in which they join the game.
By default, Multiplayer Sync uses the host as the player who others are synced to.
Host | The player who hosts of the game session, aka. the first player who joined the game (player with index 0). |
Owner | The player whose reusable logic contains the executed Multiplayer Sync node. |
Zero / One / Two / Three / etc. | These options make it possible to synchronize events to a player with a specific index. |