@@ -5,30 +5,30 @@ A minimal multiplayer example demonstrating the GECS Network addon's two synchro
55## Features Demonstrated
66
77### 1. Continuous Sync (Players)
8- Players use ` C_SyncEntity ` which enables Godot's native ` MultiplayerSynchronizer ` for real-time position updates.
8+ Players use ` CN_SyncEntity ` which enables Godot's native ` MultiplayerSynchronizer ` for real-time position updates.
99
1010``` gdscript
1111# e_player.gd
1212func define_components() -> Array:
1313 return [
1414 C_NetVelocity.new(),
1515 C_PlayerInput.new(),
16- C_SyncEntity .new(true, true, false), # sync position + rotation
16+ CN_SyncEntity .new(true, true, false), # sync position + rotation
1717 ]
1818```
1919
2020### 2. Spawn-Only Sync (Projectiles)
21- Projectiles do NOT have ` C_SyncEntity ` . The server spawns them and broadcasts component values once - then all clients simulate locally.
21+ Projectiles do NOT have ` CN_SyncEntity ` . The server spawns them and broadcasts component values once - then all clients simulate locally.
2222
2323``` gdscript
2424# e_projectile.gd
2525func define_components() -> Array:
2626 return [
27- C_NetworkIdentity .new(0), # Server-owned
27+ CN_NetworkIdentity .new(0), # Server-owned
2828 C_Projectile.new(),
2929 C_NetVelocity.new(),
3030 C_NetPosition.new(), # Position synced at spawn
31- # NO C_SyncEntity - spawn-only pattern
31+ # NO CN_SyncEntity - spawn-only pattern
3232 ]
3333```
3434
@@ -89,9 +89,9 @@ projectile.get_component(C_Projectile).projectile_color = color
8989
9090### Local-Only Movement (Continuous Sync)
9191``` gdscript
92- # s_movement.gd - Query with C_LocalAuthority
92+ # s_movement.gd - Query with CN_LocalAuthority
9393func query() -> QueryBuilder:
94- return q.with_all([C_NetVelocity, C_PlayerInput, C_LocalAuthority ])...
94+ return q.with_all([C_NetVelocity, C_PlayerInput, CN_LocalAuthority ])...
9595```
9696
9797### Middleware Visual Setup
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