From 30230b297168db17a8c56d08df67ab1207305200 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 28 Apr 2020 09:38:51 +0200 Subject: [PATCH] Clarify that NetworkedMultiplayerPeer cannot be extended via GDScript See #3460. --- tutorials/networking/high_level_multiplayer.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/networking/high_level_multiplayer.rst b/tutorials/networking/high_level_multiplayer.rst index fb438bc36..485aa3259 100644 --- a/tutorials/networking/high_level_multiplayer.rst +++ b/tutorials/networking/high_level_multiplayer.rst @@ -57,7 +57,7 @@ Mid level abstraction Before going into how we would like to synchronize a game across the network, it can be helpful to understand how the base network API for synchronization works. Godot uses a mid-level object :ref:`NetworkedMultiplayerPeer `. -This object is not meant to be created directly, but is designed so that several implementations can provide it. +This object is not meant to be created directly, but is designed so that several C++ implementations can provide it. This object extends from :ref:`PacketPeer `, so it inherits all the useful methods for serializing, sending and receiving data. On top of that, it adds methods to set a peer, transfer mode, etc. It also includes signals that will let you know when peers connect or disconnect.