From f31a4ac23ffcc25f8f4cfa127d2c9fb9ab58f596 Mon Sep 17 00:00:00 2001 From: lena <77104725+elenakrittik@users.noreply.github.com> Date: Fri, 11 Apr 2025 17:42:19 +0300 Subject: [PATCH] docs: Add a note about the effect of `@export`. (#10560) Add information on @export and RPC. --- tutorials/networking/high_level_multiplayer.rst | 2 ++ tutorials/scripting/gdscript/gdscript_exports.rst | 5 +++-- 2 files changed, 5 insertions(+), 2 deletions(-) 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. ::