Fix incorrect default transfer_mode in high-level multiplayer tutorial

The documentation incorrectly stated that the default transfer_mode
for `@rpc` is "unreliable", but the actual default in Godot's source
code is "reliable".

GDScript ref: 3b48b0110e/modules/multiplayer/scene_rpc_interface.cpp (L90)
C# ref: 3b48b0110e/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs (L27)

Fixes #8874
This commit is contained in:
Max Aller
2025-12-21 08:54:50 -08:00
parent 32488f20df
commit e6339f02f1

View File

@@ -274,11 +274,11 @@ The annotation can take a number of arguments, which have default values. ``@rpc
.. tabs::
.. code-tab:: gdscript GDScript
@rpc("authority", "call_remote", "unreliable", 0)
@rpc("authority", "call_remote", "reliable", 0)
.. code-tab:: csharp
[Rpc(MultiplayerApi.RpcMode.Authority, CallLocal = false, TransferMode = MultiplayerPeer.TransferModeEnum.Unreliable, TransferChannel = 0)]
[Rpc(MultiplayerApi.RpcMode.Authority, CallLocal = false, TransferMode = MultiplayerPeer.TransferModeEnum.Reliable, TransferChannel = 0)]
The parameters and their functions are as follows: