I’m almost done with the Godot 4 Multiplayer course and there’s a weird issue I’m experiencing that hasn’t been addressed in the lessons so far (apologies if it does later). After a player jumps, their animations become frozen on the opposite players game. This happens for both the host and the client, the animations break on the OTHER players game instance.
here’s a gif of what’s happening, you can see the rightmost character’s idle and walking animation stop “playing” after a jump. The animations are synced perfectly fine until either player jumps, then they’re just frozen forever from that point on for other players.
These are the settings for the MultiplayerSynchronizer attached to the player scene. Everything works until a player jumps which makes me wonder it has to do with this part of the player script?
func _on_animated_sprite_2d_animation_finished():
if state == PlayerState.JUMPING:
player_sprite.play("jump")
It’s weird because the animations still change, it’s just that you only see like the first frames of the animations, they just become frozen.