This tutorial is part of the Rollback Netcode in Godot course. See the previous part if you haven't already!
This is the 5th part in a tutorial series teaching how to implement rollback netcode in your game in Godot, using the Godot Rollback Netcode addon:
https://gitlab.com/snopek-games/godot-rollback-netcode/
In this part, we talk about all about state in the context of rollback netcode! We add a state mismatch bug to our demo game on purpose, then go through how to debug it by adding detailed logging, and viewing the log files in the Log Inspector tool - including setting up state replay so you can see what a match looked like on a particular tick. We also talk about the rules about what can and cannot be put into state, as well as a few tips and tricks.
Here's the Git repo with the tutorial code (see the 'part-5' branch):
https://gitlab.com/snopek-games/godot-rollback-tutorial
Ready for more? See the next part in this course!
All the tutorials in this course
- Rollback netcode in Godot (part 1): What is rollback and prediction?
- Rollback netcode in Godot (part 2): Getting Started with the Godot Rollback Netcode addon!
- Rollback netcode in Godot (part 3): Making a custom MessageSerializer
- Rollback netcode in Godot (part 4): Spawning scenes and NetworkTimer
- Rollback netcode in Godot (part 5): State, hashing and mismatches
- Rollback netcode in Godot (part 6): Playing offline!
- Rollback netcode in Godot (part 7): Input Delay and Interpolation
- Rollback netcode in Godot (part 8): Animation Players
- Rollback netcode in Godot (part 9): Sound Effects
- Rollback netcode in Godot (part 10): Random Numbers
- Rollback netcode in Godot (part 11): Advanced Input Prediction
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