From 27758f8bdc41100a9ccb302742d3f5952fc97a0a Mon Sep 17 00:00:00 2001 From: Water Zheng Date: Thu, 2 Oct 2025 12:09:00 +0900 Subject: [PATCH] Update high_level_multiplayer.rst I think `WebSocket` implementation of `MultiplayerPeer` should be `WebSocketMultiplayerPeer`, instead of `WebSocketPeer`. --- 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 524964aab..e3cd81c96 100644 --- a/tutorials/networking/high_level_multiplayer.rst +++ b/tutorials/networking/high_level_multiplayer.rst @@ -60,7 +60,7 @@ This object extends from :ref:`PacketPeer `, so it inherits al This class interface can abstract most types of network layers, topologies and libraries. By default, Godot provides an implementation based on ENet (:ref:`ENetMultiplayerPeer `), one based on WebRTC (:ref:`WebRTCMultiplayerPeer `), and one based on WebSocket -(:ref:`WebSocketPeer `), but this could be used to implement +(:ref:`WebSocketMultiplayerPeer `), but this could be used to implement mobile APIs (for ad hoc WiFi, Bluetooth) or custom device/console-specific networking APIs. For most common cases, using this object directly is discouraged, as Godot provides even higher level networking facilities.