Hi all,
I've recently been learning the Godot 4(.2) multiplayer api and I got stuck for a while on making sure that the multiplayer authority for MultiplayerSynchronizer was set correctly on both the client and server.
I am spawning a Node upon client connection and I am trying to give authority over that node's MultiplayerSynchronizer to that same client.
I tried using an exported variable that represented the authority, but it would always default on the client side rather than using what was set on the server.
I ended up simply setting the node's name to the desired authority and then parsed that in _enter_tree and set the authority.
While this did work, it feels a little bit hacky, and I was wondering if there was some sort of built in way to synchronize the MultiplayerSynchronizer's authority via the MultiplayerSpawner.
It seems a little odd to me that something like the node's name would be required to be sent over by the server, but not other attributes like the authority.
Thanks.