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The value format of _spawnable_scenes property of MultiplayerSpawner in .tscn is different between 4.4.dev3 and 4.4.dev6 #100352

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@jinyangcruise

Description

@jinyangcruise

Tested versions

  • Reproducible in 4.4.dev6 official and 4.4.dev3 official

System information

Godot v4.4.dev3 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 32.0.15.6094) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 threads)

Issue description

When use 4.4.dev3 and set the property in Node MultiplayerSpawner's Auto Spawn List, the saved value in .tscn is like:

[node name="Slot1Spawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://player_head.tscn")

When use 4.4.dev6 and do the same, the saved value in .tscn is like:

[node name="Slot1Spawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("uid://docb3aisq4txw")

Is this supposed to happen? A bug or not? I think using PackedStringArray("res://player_head.tscn") is better than using PackedStringArray("uid://docb3aisq4txw") but I'm not so sure.

Can an older version Godot understand _spawnable_scenes = PackedStringArray("uid://docb3aisq4txw") ? This behavior might breaks compatibility which is not mentioned before.

Image

Steps to reproduce

  1. using 4.4.dev3, create a project
  2. create a scene
  3. add a MultiplayerSpawner node
  4. edit it's property Auto Spawn List then add an element, then choose another scene.
  5. save and see the value saved in .tscn file
  6. Do the same in 4.4.dev6 and compare .tscn file.

Minimal reproduction project (MRP)

NA

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