Part 4: Supporting Multiple players

In this tutorial you’ll learn how spawn an entity every time a client connects. This tutorial build on the learnings of the pervious tutorial: Part 3

Note: we start with making sure that you have the Networking feature flag enabled, you can do that in the Tools→Feature Flags Menu.

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Tutorial

Let’s add support for multiple Clients to join the same world.

Instead of referencing a static Entity in the scene, we now want to spawn a new xbot entity every time a client connects to the server: we can do that simply by converting the Scene Entity node into a Spawn Entity node.

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The other problem we need to solve to effectively support multiple players is the fact that earlier the Camera entity was itself available in the scene: know the camera entity is part of the dynamic entity that we’ll spawn once a client connects, and so the Set Camera node has to be executed inside the graph of the xbot entity asset itself, once the Acquired Entity Control event is triggered.

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And now our server fully supports multiple players to join: every time a Client connects to it, it will spawn a new xbot entity, set the control and remap the input of it: once the client is notified that it acquired the control of that entity, it will set the camera and remap the input as well.

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