godotengine / godotengine/godot

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

Open
#100,352 0 comments 1 reaction 0 assignees View on GitHub
discussion topic:multiplayer
Dominant language
C++
Stars
117k
Forks
26.8k
PR merge metrics
PR metrics pending

Description

### 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](https://github.com/user-attachments/assets/bb5000ef-de38-4fb3-a730-158d42e69748)

### 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

Contributor guide

Open the contributing guide

Research direction

Start with the listed reproduction steps in Godot 4.4.dev3 and 4.4.dev6, then compare the saved .tscn values for MultiplayerSpawner's Auto Spawn List. Check whether older Godot versions can read the uid:// form and whether the change is intended. Done means the compatibility behavior is confirmed and the issue is either documented or corrected.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
35/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.