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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-01-25 01:57:32 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-01-25 01:59:28 +0100 |
commit | 1b03f3f72b168db96a4252a1398ef1b78ed347f5 (patch) | |
tree | 86062a47480d8603f1ae13da386fafbfc0268743 | |
parent | 6ddfc8e7187bd2b25b5caa61dee8fdca05af6298 (diff) |
Document that the high-level multiplayer API is only for Godot servers
-rw-r--r-- | doc/classes/MultiplayerAPI.xml | 3 | ||||
-rw-r--r-- | doc/classes/NetworkedMultiplayerPeer.xml | 3 |
2 files changed, 4 insertions, 2 deletions
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index fcc259fb44..c168695d61 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -4,9 +4,10 @@ High-level multiplayer API. </brief_description> <description> - This class implements most of the logic behind the high-level multiplayer API. + This class implements most of the logic behind the high-level multiplayer API. See also [NetworkedMultiplayerPeer]. By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene. It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene. + [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. </description> <tutorials> </tutorials> diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index 954d31794a..06ea46f023 100644 --- a/doc/classes/NetworkedMultiplayerPeer.xml +++ b/doc/classes/NetworkedMultiplayerPeer.xml @@ -4,7 +4,8 @@ A high-level network interface to simplify multiplayer interactions. </brief_description> <description> - Manages the connection to network peers. Assigns unique IDs to each client connected to the server. + Manages the connection to network peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI]. + [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. </description> <tutorials> <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> |