Files
tactical-shooter/examples/multiplayer-fps
shawn 7bbe4ba71d Fix weapons not working on client: remove is_predicting check + init loadout
- Removed the is_predicting() early-return in weapon_manager._rollback_tick
  which blocked all weapon actions on the client (player owned by server)
- Added client-side weapon loadout initialization in player-spawner._spawn
  so the player has weapons immediately, before server state sync arrives
- Server reconciles via rollback state sync

Movement was fixed in v0.2.2 (window focus grab). This addresses
the remaining 'can't switch or use weapons' issue.
2026-07-03 18:24:21 -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.