Client side doesnt load servside

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By AwYiss

So basically, I tried making a multiplayer game and followed this tutorial by plug world

Followed it exactly but when I create the server, I could move the character and see players physically spawn but when I join a server. It would spawn the player but no other players can be seen even though on the server side, They would appear right next to each other. What’s worse was it doesn’t update either so its just static and I cant move said client player either so I ruled out the possibility of it spawning far from the other player. So the client is not only blind and cant see the other player except themselves but are also unable to move. What could the problem be here?

Player code:
var speed = 18000
onready var tween = $Tween
puppet var puppet_pos = Vector2(0,0) setget puppet_position_set
puppet var vel = Vector2()
var NAME
func _ready():
pass
func _process(delta: float) → void:
if is_network_master():
var move = Vector2(Input.get_action_strength(“ui_right”) - Input.get_action_strength(“ui_left”),Input.get_action_strength(“ui_up”) - Input.get_action_strength(“ui_down”))
move_and_slide((move*speed) * delta)
else:
if not tween.is_active():
move_and_slide(vel * speed)
func puppet_position_set(new_value) → void:
puppet_pos = new_value
tween.interpolate_property(self,“global_position”,global_position, puppet_pos, 0.1)
tween.start()
func _on_Network_tick_rate_timeout():
if is_network_master():
rset_unreliable(“puppet_position”, global_position)

Server related code:

var Client_IP = IP.resolve_hostname(str(OS.get_environment(“COMPUTERNAME”)),1)
onready var c = $IPADRESS
const Player = preload(“res://Player.tscn”)
var a = Player.instance()
func _ready():
get_tree().connect(“network_peer_connected”,self,“connec”)
c.text = Client_IP
func instance_player(id) → void:
var player_instance = Global.instance_node_at_location(Player ,Players, Vector2(rand_range(0,100), rand_range(0,700)))
player_instance.name = str(id)
player_instance.set_network_master(id)
print(id)
func _on_JOIN_pressed():
if $LineEdit.text != “”:
Server.Client_Ip = $LineEdit.text
Server.Join_Server()
func _on_CREATE_pressed():
Server.Create_Server()
instance_player(get_tree().get_network_unique_id())
func connec(id) → void:
print(“CONNECTION SUCESSFUL!” + str(id))
instance_player(id)