summaryrefslogtreecommitdiff
path: root/doc/classes/Node.xml
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r--doc/classes/Node.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index d31e336ea3..eeb8dc072c 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -17,7 +17,7 @@
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
+ <link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
</tutorials>
<methods>
<method name="_enter_tree" qualifiers="virtual">