Problem Description: I found that after creating a GameObject and synchronizing it, the flip direction fails to sync properly. After I added the MultiplayerSynchronizer component, it seems that the automatic flipping of AGM cannot be synchronized. I have tried adjusting several parameters but none of them worked. I would greatly appreciate your guidance and assistance on this matter.
AGM’s current design doesn’t seem to specifically take multiplayer online networking into account. However, I think it should be feasible in principle. The MultiplayerSynchronizer node is only responsible for synchronizing properties, but it doesn’t affect how the program uses those properties. For example, if AGM has its own assumptions about when a certain property should be used (such as only using it once at the beginning, or only refreshing it during some internal event), then it may not be aware of externally synchronized changes to that property.
If it were me, I would choose to make a custom node called “SyncNotifier,” and expose some “property fields.” I’d add a new field on this node for everything that “doesn’t seem to work properly,” then let the networking sync mechanism synchronize these added fields. Finally, in the SyncNotifier script, I’d “handle it myself” by deciding how to respond when a value changes.
Understood, it does seem necessary to have an additional parameter for synchronous detection so that the sent signal can affect the peer’s VS script. However, for the automatic flip solution, I feel it might require a more straightforward approach. I noticed that synchronizing the current animation name allows the animation to play normally. So, following the approach used in PGM, creating separate actions for left and right flips and playing an extra animation might solve this issue. I’ll try this out later. Thanks for the inspiration.