Clarify that NetworkedMultiplayerPeer cannot be extended via GDScript

See #3460.
This commit is contained in:
Hugo Locurcio
2020-04-28 09:38:51 +02:00
parent 8bd9da0ca0
commit 30230b2971

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@@ -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 <class_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 <class_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.