It works fine for me.
extends RigidBody2D
var force = 10
const zero = Vector2(0,0)
func _process(delta):
if (!is_network_master()):
return
if (Input.is_key_pressed(KEY_UP)):
apply_impulse(zero, Vector2(0, -force))
return
if (Input.is_key_pressed(KEY_DOWN)):
apply_impulse(zero, Vector2(0, force))
return
if (Input.is_key_pressed(KEY_LEFT)):
apply_impulse(zero, Vector2(-force,0))
return
if (Input.is_key_pressed(KEY_RIGHT)):
apply_impulse(zero, Vector2(force,0))
return
var savedTrans = null
slave func updateTrans(t):
savedTrans = t
func _integrate_forces(state):
if (is_network_master()):
rpc("updateTrans",state.transform)
else:
if (savedTrans != null):
state.transform = savedTrans