@heroicsoftworks Godot’s workflow for online play is pretty straight forward and I think it is one of the better implementations I’ve seen, it can be pretty simple to implement but a lot of unexpected things can happen when doing online gameplay which isn’t really godot’s fault in this case.
For this project in particular it isn’t using the default stuff for godot, instead I’m using the rollback netcode plugin following this tutorial: https://www.snopekgames.com/course/rollback-netcode-godot
Setting it up is as simple as changing a few functions on a regular godot node, the problem comes with trying to keep things predictable so it doesn’t generate desynchronization across players.
If you’re thinking about making a online game with or without rollback, your main challenge is getting the 2 players connected which is outside of the godot scope, godot itself will handle things pretty well. To get 2 players connected on the other hand you will need to set up a server to create lobbies and then figure out who is actually simulating the gameplay. You can even set up a godot game as a server and let other people connect to it, it isn’t a bad choice either.
Also thanks a lot for asking! I will try to answer any specifics that this post didn’t cover.










