A door that any player can interact with, synced across all clients:
Trigger: On Interact [Run on Owner]
โโ Action: Toggle Door State [RPC to All]
โโ True โ Action: Open Door Animation [Run on All]
โโ False โ Action: Close Door Animation [Run on All]
How It Works
Only the interacting player's client detects the interaction
The toggle state is sent to all clients via RPC
All clients play the appropriate animation
Synced Health Pickup
A pickup that only the server validates, preventing cheating:
Trigger: On Trigger Enter [Run on Master]
โโ Condition: Is Player? [Run on Master]
โโ True โ Actions [RPC to All]:
โโ Add Health
โโ Play Sound
โโ Destroy Pickup
How It Works
Only the server checks for collisions
Server validates it's a player
Server sends RPC to give health and destroy pickup
All clients see the same result
Multiplayer Chest
A chest that can only be opened once, with loot visible to all:
How It Works
Any player can interact
Server checks if already opened (prevents race condition)
State change and effects sync to all clients
Player Ability
A player ability with local effects and networked damage:
Trigger: On Interact [Run on Owner]
โโ Condition: Chest Not Open [Run on Master]
โโ True โ Actions [RPC to All]:
โโ Set Chest Open = True
โโ Play Open Animation
โโ Spawn Loot
Trigger: On Ability Key [Run on Owner]
โโ Actions [Run on Owner]:
โโ Play Local VFX
โโ Play Local Sound
โโ Action: Deal Damage [RPC to All]
โโ Trigger: On Hit [Run on All]
โโ Action: Play Hit Effect [Run on All]
Start Node [Run on Master]
โโ Branch: Enough Players? [Run on Master]
โโ True โ Action: Start Match [RPC to All]
โ โโ Trigger: On Match End [Run on Master]
โ โโ Action: Show Results [RPC to All]
โโ False โ Trigger: On Player Join [Run on Master]
โโ Loop back to Branch