From e6339f02f13972b883996aa927319431b6906d90 Mon Sep 17 00:00:00 2001 From: Max Aller Date: Sun, 21 Dec 2025 08:54:50 -0800 Subject: [PATCH] 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: https://github.com/godotengine/godot/blob/3b48b0110e04e84db54788ccda4f8f5f7fa1fcf4/modules/multiplayer/scene_rpc_interface.cpp#L90 C# ref: https://github.com/godotengine/godot/blob/3b48b0110e04e84db54788ccda4f8f5f7fa1fcf4/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs#L27 Fixes #8874 --- tutorials/networking/high_level_multiplayer.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/networking/high_level_multiplayer.rst b/tutorials/networking/high_level_multiplayer.rst index e3cd81c96..70551c80d 100644 --- a/tutorials/networking/high_level_multiplayer.rst +++ b/tutorials/networking/high_level_multiplayer.rst @@ -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: