Scene Transition Flow

Hey so some questions to help me understand what’s up:
Do you expect to use scenes as a way of segregating networked entities? Like, two clients connect to the same replication server but are in different scenes so they can’t see each other’s entities?

Generally, I expect to see that error if client 1 creates the unique entity A in scene 1 and client 2 creates the same unique entity A in scene 2. It’s possible that there is a race with the connection and changing scenes and instantiating that is causing this that you’ll need to account for.

I suggest:

  • don’t use the scene indexing (SetClientScene) unless you actually want to have players on the same replication server in different scenes (this is kind of a complex setup with limited value compared to just having each scene have a separate bridge like if I’m in dungeon A and you’re in dungeon B we’re in different rooms on the replication server)
  • if you do want to use the scene index stuff, then make sure that all clients are in the same scene index when you instantiate the unique entities. (it looks like one client is in scene 1 and the other in scene 2 instantiating the same entity which is a no no unless you’re using the separate bridges concept)

Otherwise your setup sounds reasonable and you’re right about #2, when you have a main bridge and then load a scene with it’s own bridge it informs the main bridge that this is the scene you want to instantiate things into which is nice if you use multi scene setup for things like separating UI or other things and don’t want a mono-scene.