/godot-multiplayer
Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer.
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Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer.
SKILL.md
godot-multiplayer.SKILL.mdname: godot-multiplayer
description: >
Build networked games with Godot 4.7 high-level multiplayer: set up an
ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation
(call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate
state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding
multiplayer/networking to a Godot project, writing @rpc functions, or syncing
player/world state across peers.
Godot Multiplayer (4.x high-level)
Connect peers, call functions remotely with `@rpc`, assign authority, and replicate state with `MultiplayerSpawner`/`MultiplayerSynchronizer`. Targets **Godot 4.7** (ENet). Treat all client input as untrusted; keep the server authoritative.
When to use
- Use when adding networked multiplayer: hosting/joining over ENet, calling RPCs,
assigning per-node authority, or auto-spawning/syncing nodes across peers.
**When *not* to use:** local split-screen (no networking); raw TCP/UDP/WebSocket protocol work (low-level `PacketPeer`); HTTP requests. For save/persistence → `save-systems`.
Core workflow
1. **Create a peer** (`ENetMultiplayerPeer`), call `create_server(port, max)` or `create_client(ip, port)`, and assign it to `multiplayer.multiplayer_peer`. The server's unique ID is always `1`; clients get random positive IDs. 2. **Handle connection signals** on `multiplayer`: `peer_connected(id)`, `peer_disconnected(id)`, `connected_to_server`, `connection_failed`, `server_disconnected`. 3. **Define RPCs** with `@rpc(...)`. Call them on a `Callable` via `rpc()` (all peers) or `rpc_id(peer_id)` (one peer). Inside, `multiplayer.get_remote_sender_id()` tells you who sent it. 4. **Keep RPC signatures identical** on every peer that runs the script — Godot checksums all `@rpc` methods in a script; mismatches break silently. 5. **Assign authority** per node with `set_multiplayer_authority(id)`; gate input/RPCs by `is_multiplayer_authority()`. 6. **Replicate state** with `MultiplayerSpawner` (auto-instances scenes on clients) and `MultiplayerSynchronizer` (auto-syncs selected properties). 7. **Validate on the server.** Don't trust client-reported positions/results.
Patterns
1. Host or join (ENet)
const PORT := 7000
const MAX_PLAYERS := 8
func host() -> void:
var peer := ENetMultiplayerPeer.new()
var err := peer.create_server(PORT, MAX_PLAYERS)
if err != OK:
push_error("Cannot host: %s" % err); return
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected)
func join(ip := "127.0.0.1") -> void:
var peer := ENetMultiplayerPeer.new()
peer.create_client(ip, PORT)
multiplayer.multiplayer_peer = peer
multiplayer.connected_to_server.connect(func(): print("connected"))
func leave() -> void:
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()2. RPCs: client sends input to the server (any_peer, call_local)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("fire") and is_multiplayer_authority():
request_fire.rpc_id(1) # send only to the server (id 1)
# Clients may call this; it runs on the server (and locally if server is a player).
@rpc("any_peer", "call_local", "reliable")
func request_fire() -> void:
var sender := multiplayer.get_remote_sender_id()
if not _can_fire(sender): # server-side validation
return
spawn_projectile.rpc(sender) # tell everyone to spawn it
@rpc("authority", "call_local", "reliable")
func spawn_projectile(owner_id: int) -> void:
_do_spawn(owner_id)3. Per-node authority (each player controls their own avatar)
extends CharacterBody2D
func _ready() -> void:
# The node name is the owning peer's id; that peer is the authority.
set_multiplayer_authority(name.to_int())
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return # only the owner reads input & moves
velocity = Input.get_vector("left", "right", "up", "down") * 200.0
move_and_slide()4. MultiplayerSynchronizer config (editor + replication)
# Add a MultiplayerSynchronizer child; in its Replication editor add the properties to
# sync (e.g. position, velocity). Set "Sync"/"Spawn" flags per property. From code you
# can scope visibility:
@onready var sync: MultiplayerSynchronizer = $MultiplayerSynchronizer
func _ready() -> void:
# Only replicate this node to a specific peer (e.g. private info).
sync.set_visibility_for(target_peer_id, true)Pitfalls
- **RPC signature checksum.** Every `@rpc` method in a script must exist with the same
declaration on both client and server builds — *even unused ones*. A mismatch causes errors that may point at the wrong function. Argument names/count are not checked, but the set of RPCs and their annotations are.
- **Default `@rpc` is `"authority"`.** Clients calling it are ignored unless you set
`"any_peer"`. Use `"call_local"` so the host (also a player) runs it too.
- **NodePaths must match across peers.** RPC routing uses the node's path/name; spawn nodes
with identical names on all peers (use `MultiplayerSpawner` or `add_child(node, true)` for readable, deterministic names).
- **Trusting the client.** Never let clients set authoritative state (health, position,
hits) directly. Send *intent*, validate on the server, then broadcast results.
- **RPC on non-Node classes fails.** `@rpc` methods must be on `Node`-derived classes, not
plain `Resource`/`RefCounted`.
- **RPCs don't serialize Objects/Callables.** Pass plain data (ints, strings, arrays,
dictionaries, PackedArrays).
- **Forgetting to reset the peer.** To disconnect cleanly, set
`multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()`.
- **Android needs INTERNET permission** in the export preset or all networking is blocked.
Read more
name: godot-multiplayer description: > Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.
Godot Multiplayer (4.x high-level)
Connect peers, call functions remotely with `@rpc`, assign authority, and replicate state with `MultiplayerSpawner`/`MultiplayerSynchronizer`. Targets **Godot 4.7** (ENet). Treat all client input as untrusted; keep the server authoritative.
When to use
- Use when adding networked multiplayer: hosting/joining over ENet, calling RPCs,
assigning per-node authority, or auto-spawning/syncing nodes across peers.
**When *not* to use:** local split-screen (no networking); raw TCP/UDP/WebSocket protocol work (low-level `PacketPeer`); HTTP requests. For save/persistence → `save-systems`.
Core workflow
1. **Create a peer** (`ENetMultiplayerPeer`), call `create_server(port, max)` or `create_client(ip, port)`, and assign it to `multiplayer.multiplayer_peer`. The server's unique ID is always `1`; clients get random positive IDs. 2. **Handle connection signals** on `multiplayer`: `peer_connected(id)`, `peer_disconnected(id)`, `connected_to_server`, `connection_failed`, `server_disconnected`. 3. **Define RPCs** with `@rpc(...)`. Call them on a `Callable` via `rpc()` (all peers) or `rpc_id(peer_id)` (one peer). Inside, `multiplayer.get_remote_sender_id()` tells you who sent it. 4. **Keep RPC signatures identical** on every peer that runs the script — Godot checksums all `@rpc` methods in a script; mismatches break silently. 5. **Assign authority** per node with `set_multiplayer_authority(id)`; gate input/RPCs by `is_multiplayer_authority()`. 6. **Replicate state** with `MultiplayerSpawner` (auto-instances scenes on clients) and `MultiplayerSynchronizer` (auto-syncs selected properties). 7. **Validate on the server.** Don't trust client-reported positions/results.
Patterns
1. Host or join (ENet)
const PORT := 7000
const MAX_PLAYERS := 8
func host() -> void:
var peer := ENetMultiplayerPeer.new()
var err := peer.create_server(PORT, MAX_PLAYERS)
if err != OK:
push_error("Cannot host: %s" % err); return
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected)
func join(ip := "127.0.0.1") -> void:
var peer := ENetMultiplayerPeer.new()
peer.create_client(ip, PORT)
multiplayer.multiplayer_peer = peer
multiplayer.connected_to_server.connect(func(): print("connected"))
func leave() -> void:
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()2. RPCs: client sends input to the server (any_peer, call_local)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("fire") and is_multiplayer_authority():
request_fire.rpc_id(1) # send only to the server (id 1)
# Clients may call this; it runs on the server (and locally if server is a player).
@rpc("any_peer", "call_local", "reliable")
func request_fire() -> void:
var sender := multiplayer.get_remote_sender_id()
if not _can_fire(sender): # server-side validation
return
spawn_projectile.rpc(sender) # tell everyone to spawn it
@rpc("authority", "call_local", "reliable")
func spawn_projectile(owner_id: int) -> void:
_do_spawn(owner_id)3. Per-node authority (each player controls their own avatar)
extends CharacterBody2D
func _ready() -> void:
# The node name is the owning peer's id; that peer is the authority.
set_multiplayer_authority(name.to_int())
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return # only the owner reads input & moves
velocity = Input.get_vector("left", "right", "up", "down") * 200.0
move_and_slide()4. MultiplayerSynchronizer config (editor + replication)
# Add a MultiplayerSynchronizer child; in its Replication editor add the properties to
# sync (e.g. position, velocity). Set "Sync"/"Spawn" flags per property. From code you
# can scope visibility:
@onready var sync: MultiplayerSynchronizer = $MultiplayerSynchronizer
func _ready() -> void:
# Only replicate this node to a specific peer (e.g. private info).
sync.set_visibility_for(target_peer_id, true)Pitfalls
- **RPC signature checksum.** Every `@rpc` method in a script must exist with the same
declaration on both client and server builds — *even unused ones*. A mismatch causes errors that may point at the wrong function. Argument names/count are not checked, but the set of RPCs and their annotations are.
- **Default `@rpc` is `"authority"`.** Clients calling it are ignored unless you set
`"any_peer"`. Use `"call_local"` so the host (also a player) runs it too.
- **NodePaths must match across peers.** RPC routing uses the node's path/name; spawn nodes
with identical names on all peers (use `MultiplayerSpawner` or `add_child(node, true)` for readable, deterministic names).
- **Trusting the client.** Never let clients set authoritative state (health, position,
hits) directly. Send *intent*, validate on the server, then broadcast results.
- **RPC on non-Node classes fails.** `@rpc` methods must be on `Node`-derived classes, not
plain `Resource`/`RefCounted`.
- **RPCs don't serialize Objects/Callables.** Pass plain data (ints, strings, arrays,
dictionaries, PackedArrays).
- **Forgetting to reset the peer.** To disconnect cleanly, set
`multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()`.
- **Android needs INTERNET permission** in the export preset or all networking is blocked.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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