diff --git a/tutorials/networking/high_level_multiplayer.rst b/tutorials/networking/high_level_multiplayer.rst index 0a46b754e..f36794a45 100644 --- a/tutorials/networking/high_level_multiplayer.rst +++ b/tutorials/networking/high_level_multiplayer.rst @@ -205,6 +205,8 @@ To check whether the peer is server or client: Multiplayer.IsServer(); +.. _doc_high_level_multiplayer_rpcs: + Remote procedure calls ---------------------- diff --git a/tutorials/scripting/gdscript/gdscript_exports.rst b/tutorials/scripting/gdscript/gdscript_exports.rst index a991cdeb3..85428b74d 100644 --- a/tutorials/scripting/gdscript/gdscript_exports.rst +++ b/tutorials/scripting/gdscript/gdscript_exports.rst @@ -5,8 +5,9 @@ GDScript exported properties In Godot, class members can be exported. This means their value gets saved along with the resource (such as the :ref:`scene `) they're -attached to. They will also be available for editing in the property editor. -Exporting is done by using the ``@export`` annotation. +attached to, and get transferred over when using :ref:`RPCs `. +They will also be available for editing in the property editor. Exporting is done by using +the ``@export`` annotation. ::