Decode the given [code]data[/code] representing a spawnable state into [code]object[/code] using the configuration associated with the provided [code]scene_id[/code]. This function is called automatically when a client receives a server spawn for a scene with [constant REPLICATION_MODE_SERVER]. See [method spawn_config]. Tip: You may find this function useful in servers when parsing spawn requests from clients, or when implementing your own logic with [constant REPLICATION_MODE_CUSTOM]. Request a despawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behaviour, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_despawn] for the default behavior. Encode the given [code]object[/code] using the configuration associated with the provided [code]scene_id[/code]. This function is called automatically when the server spawns scenes with [constant REPLICATION_MODE_SERVER]. See [method spawn_config]. Tip: You may find this function useful when requesting spawns from clients to server, or when implementing your own logic with [constant REPLICATION_MODE_CUSTOM]. Sends a despawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_server]), the receiving peer(s) will automatically queue for deletion the node at [code]path[/code] and emit the signal [signal despawned]. In all other cases no deletion happens, and the signal [signal despawn_requested] is emitted instead. Sends a spawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_server]), the receiving peer(s) will automatically instantiate that scene, add it to the [SceneTree] at the given [code]path[/code] and emit the signal [signal spawned]. In all other cases no instantiation happens, and the signal [signal spawn_requested] is emitted instead. Sends a sync request for the instances of the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). This function can only be called manually when overriding the send and receive sync functions (see [method sync_config]). Request a spawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behaviour, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_spawn] for the default behavior. Configures the MultiplayerReplicator to track instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication. When [code]mode[/code] is [constant REPLICATION_MODE_SERVER], the specified [code]properties[/code] will also be replicated to clients during the initial spawn. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the spawn/despawn proecess. Tip: You can use a custom property in the scene main script to return a customly optimized state representation. Manually request a sync for all the instances of the scene identified by [code]scene_id[/code]. This function will trigger the default sync behaviour, or call your send custom send callable if specified in [method sync_config]. [b]Note:[/b] The default implementation only allow syncing from server to clients. Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the syncronization proecess. Tip: You can use a custom property in the scene main script to return a customly optimized state representation (having a single property that returns a PackedByteArray is higly recommended when dealing with many instances). Track the given [code]object[/code] as an instance of the scene identified by [code]scene_id[/code]. This object will be passed to your custom sync callables (see [method sync_config]). Tracking and untracking is automatic in [constant REPLICATION_MODE_SERVER]. Untrack the given [code]object[/code]. This object will no longer be passed to your custom sync callables (see [method sync_config]). Tracking and untracking is automatic in [constant REPLICATION_MODE_SERVER]. Emitted when a network despawn request has been received from a client, or for a [PackedScene] that has been configured as [constant REPLICATION_MODE_CUSTOM]. Emitted on a client before deleting a local Node upon receiving a despawn request from the server. Emitted when an instance of a [PackedScene] that has been configured for networking enters the [SceneTree]. See [method spawn_config]. Emitted when an instance of a [PackedScene] that has been configured for networking leaves the [SceneTree]. See [method spawn_config]. Emitted when a network spawn request has been received from a client, or for a [PackedScene] that has been configured as [constant REPLICATION_MODE_CUSTOM]. Emitted on a client after a new Node is instantiated locally and added to the SceneTree upon receiving a spawn request from the server. Used with [method spawn_config] to identify a [PackedScene] that should not be replicated. Used with [method spawn_config] to identify a [PackedScene] that should be automatically replicated from server to clients. Used with [method spawn_config] to identify a [PackedScene] that can be manually replicated among peers.