Four bugs from real cross-network play:
- Player/net_player.gd: the per-peer spawn-spread offset (added to avoid
stacking joiners on top of each other) could push a joining client up
to 12 units from center, but the floor is only 15x15 (~7.5 unit
half-extent) — landing a client off the edge. Bounded to ~2.7 units.
- Player/net_player.gd: the glove scenes used for remote-hand visuals
carry hand.gd (XRToolsHand), whose root node sets top_level = true and
repositions itself to its parent's transform every physics frame,
expecting to be parented under a live XRController3D. Parented under
the plain avatar node instead, it fought both the local transform copy
and the replicated sync every tick — whichever wrote last that frame
won, which read as hands stuck near origin except momentarily. Disabled
physics processing on those nodes; nothing else in the script matters
without a real controller ancestor.
- Net/net_pickable.gd: grabbing an item sends an RPC to the server to
confirm authority, but the item's regular state sync travels on a
different channel with no ordering guarantee against that RPC. A
stale "still loose" sync packet could arrive after an optimistic local
grab but before the confirmation, and was being treated as a real
authority loss, force-dropping the item — explaining "first attempt
fails, second succeeds". Now a sync update can't yank an item out of
our own hand mid-grab; only an explicit rejection or an actual loss of
authority can.
- Net/net_pickable.gd: the non-authority path zeroes collision_mask and
forces freeze_mode to KINEMATIC, but nothing ever restored either when
a peer regained authority (e.g. the server after a client's release) —
so a released item stayed collision-less forever, looking physics-less.
Now both are restored from the item's own baked values whenever a peer
owns a loose (not actively held) item again.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The per-peer spread offset used the raw ENet peer id directly
((peer_id - 1) * 1.5), assuming ids are small sequential numbers. Real
peer ids are large effectively-random 32-bit values, so a joining
client's XR rig was being shifted by hundreds of millions of units off
the origin — the world had actually replicated correctly, the player
was just teleported far away from all of it, with float precision bad
enough at that range to jitter the view and destabilize physics.
Bound the offset to a small deterministic slot instead; the host still
keeps its original baked spot.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>