Shared objects won’t spawn unless there is a connected game. If its a player, the spawner needs to be set to player.
- Player objects has to be used for each game to have their own playable version.
(The player cannot be spawned in unless the spawner itself is set to the player. Then the spawner will need to spawn a shared object that would be the player. Player Objects has to already exist in the level.) - Shared objects keeps the position between both games.
- Non-shared objects is non-movable objects like stuff thats already in the game.
(spawning non-shared objects won’t show up for others, but if it already exist, everyone can interact with it.)
All objects are intractable and have physics, shared just means to sync position.
I made an attempt to make my first Multiplayer game last month and had an interview with Grazer on where it needs to go / what needs fixen. We may (probably) get a multiplayer focus update later this year.
Issues with current multiplayer:
- No way to assign player values / IDs (very important)
- Multiplayer behaviors not working as intended (Bugs)
- No way to view code in a multiplayer session (makes it harder)
- Needs more documentation. (more explanation)