Files
tactical-shooter/examples/multiplayer-fps
shawn 597d6dde2d Fix server clock reset in NetworkTimeSynchronizer and client-side peer 1 avatar duplicate
- Move _clock.set_time(0.) inside the 'if not server' block in
  NetworkTimeSynchronizer.start() so the server's SystemClock isn't
  reset to zero — fixes -1.78 billion second offset panic on client
- Skip spawning peer 1's avatar on clients (the server replicates
  all avatars; spawning peer 1 locally creates a duplicate that
  the dedicated server doesn't have)
2026-07-03 16:21:35 -04:00
..

Multiplayer fps example

A simple demo fps game, using netfox's RollbackSynchronizer and NetworkWeaponHitscan3D to implement a server-authorative model, while also compensating for latency with client-side prediction.

To edit and/or run, open the Godot project in the repository root, and open the scene in this directory.