After each iteration of the main loop, the engine will render the world to the screen.
During rendering, the engine might also perform post-processing steps like anti-aliasing#footnote[See https://docs.godotengine.org/en/stable/tutorials/3d/3d_antialiasing.html for Godot'soptions].
During rendering, the engine might also perform post-processing steps like antialiasing#footnote[See https://docs.godotengine.org/en/stable/tutorials/3d/3d_antialiasing.html for Godot'soptions].
All assets are used under license from their copyright holders. Their sources, where you can find author and license, are linked in the image or their caption.
@@ -81,7 +81,7 @@ You can generate a collider from a `MeshInstance3D` by selecting it, then open t
See#link("https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html")[thedocs]foranintroductiontoGodot's high-level networking and sample code to build a client-server based lobby.
The `multiplayer` variable is global, and assigning a client or server peer object to it enables multiplayer via the high-level API.
If want spawned scenes to replicate on spawn accross the network, you will need #link("https://docs.godotengine.org/en/stable/classes/class_multiplayerspawner.html")[`MultiplayerSpawner`].
If you want spawned scenes to replicate on spawn across the network, you will need #link("https://docs.godotengine.org/en/stable/classes/class_multiplayerspawner.html")[`MultiplayerSpawner`].
To sync state continuously, you will need a #link("https://docs.godotengine.org/en/stable/classes/class_multiplayersynchronizer.html#class-multiplayersynchronizer")[`MultiplayerSynchronizer`] child for the synchronized node, which has a script, that sets the properties, that should be synced, in the #link("https://docs.godotengine.org/en/stable/classes/class_multiplayersynchronizer.html#class-multiplayersynchronizer-property-replication-config")[`replication_config`].
If you sync the positions of rigid bodies, you should #link("https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html#class-rigidbody2d-property-freeze")[`freeze`] them in #link("https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html#enum-rigidbody2d-freezemode")[`FREEZE_MODE_KINEMATIC`] on peers that don'tcontrolthebody.