MultiplayerAPI in Godot – Complete Guide

Welcome to a journey through the world of multiplayer game development using the Godot Engine! Multiplayer games have been captivating audiences for decades, providing a space where friends and strangers alike can come together and interact in vast and imaginative digital worlds. With the power of Godot 4’s MultiplayerAPI, even beginner game developers can create the kind of engaging online experiences that today’s gamers crave. Whether you’re just starting your adventure in game development or looking to expand your skill set, diving into the MultiplayerAPI class in Godot 4 is a thrilling and rewarding endeavor.

What is MultiplayerAPI?

MultiplayerAPI serves as the backbone of multiplayer functionality within the Godot Engine. In simple terms, it provides an interface for developers to implement high-level multiplayer aspects in their games, such as remote procedure calls (RPCs) and networked player management. The class is essential for games where you expect multiple players to interact with each other in real-time or turn-based scenarios. Utilizing the built-in capabilities of scene trees, MultiplayerAPI allows for seamless communication across the entire scene.

What is MultiplayerAPI Used For?

The main use of MultiplayerAPI is to simplify the creation and management of multiplayer features in your game. It is designed to handle the nitty-gritty details of networking, such as maintaining connections, synchronizing player actions, and managing the flow of data between clients and servers. This enables game developers to focus more on gameplay and less on the complexities of network programming.

Why Should I Learn MultiplayerAPI?

Learning MultiplayerAPI is crucial for creating interactive and social gameplay experiences in Godot. Multiplayer games are incredibly popular, and mastering these skills opens up a world of possibilities for your projects:

– **Community Building:** Multiplayer games have the power to form communities, connecting people and providing a shared experience that can’t be replicated in single-player modes.

– **Market Demand:** The demand for engaging multiplayer experiences is constantly growing. Understanding how to implement such features makes your games more appealing to a broader audience.

– **Creative Control:** Having a grasp of MultiplayerAPI allows you to craft custom multiplayer experiences, tailoring gameplay to your vision without relying on third-party solutions.

By learning MultiplayerAPI, not only do you gain a competitive edge in the gaming industry, but you also equip yourself with the tools to bring your most innovative multiplayer ideas to life. Let’s embark on an exciting journey into the world of multiplayer game development with Godot!

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Setting Up Your Network Environment

Before we dive into the actual code, we need to set up our network environment. In a multiplayer game, you usually have a server that is responsible for managing the game state, and clients that connect to the server. In Godot, any peer can act as a server, client, or both (in a peer-to-peer configuration), but we’ll start with a simple dedicated server setup.

var server =

func _ready():
    server.create_server(2345, 4)  # Create a server on port 2345 allowing up to 4 clients

Connecting Clients to the Server

After setting up the server, clients need to connect to it. The following code snippet illustrates how a client can connect to a server using the IP address and the port on which the server is running. This is typically done in the `_ready` function or upon a user action, such as pressing a ‘Connect’ button.

var client =

func _ready():
    client.create_client("", 2345)  # Connect to server at

Remember, “” is the localhost IP, which you’d use for testing. In a live environment, you’d need the server’s public IP address.

Implementing Remote Procedure Calls (RPCs)

Godot’s MultiplayerAPI utilizes RPCs to communicate between peers. When you want a function to be callable over the network, you decorate it with `remote`, `remotesync`, `master`, or `puppet` keywords. The `remote` keyword means the function can be called from any peer, regardless of whether it’s a server or client.

To define an RPC, you’d use something like this:

rset("player_name", "Wanderer")

remote func update_position(new_position):
    position = new_position

To call this RPC from a client or server, you’d use:

rpc_id(1, "update_position", Vector2(10, 20))  # Call update_position on the peer with ID 1 (the server in this case)

Synchronizing Player States

One of the most common tasks in multiplayer games is synchronizing the players’ states, such as position or health, across the network. We can use `rset` for this, which sets the property of a remote object.

# Server code to update player position on clients
func update_player_position(player_id, new_position):
    rset_id(player_id, "position", new_position)

# Client code sending new position to server
func send_position_to_server(new_position):
    rpc_unreliable("update_player_position", get_tree().get_network_unique_id(), new_position)

While `rpc` is used for calling functions remotely, `rset` is used to synchronize variables. Here, `rpc_unreliable` is used instead of `rpc` to prevent network congestion, as player positions change frequently and losing a few updates is usually acceptable.

This concludes the second part of our tutorial on multiplayer game development with Godot’s MultiplayerAPI. In the next section, we’ll continue to expand on our examples, focusing on more advanced concepts such as handling disconnections and implementing authoritative server logic. Stay tuned as we take our multiplayer skills to the next level!Continuing from where we left off, we’ll delve deeper into the Godot Multiplayer API, addressing more advanced topics such as disconnections, authoritative server logic, and lobby systems.

Handling Disconnections Gracefully

In multiplayer games, it’s important to handle player disconnections. When a player leaves, we need to ensure that their presence is properly removed from the game. Here’s how you can detect and handle a disconnection within Godot:

func _on_player_disconnected(peer_id):
    var player = get_node("Players").get_node("player_" + str(peer_id))
    player.queue_free()  # Remove the player instance from the game

You would typically connect to the `”network_peer_disconnected”` signal of `SceneTree` to handle disconnections.

Implementing Authoritative Server Logic

An authoritative server is a server that has the final say on game states, which helps to prevent cheating and desynchronization issues. Here’s an example of moving a player character only if the server agrees to it:

remote func move_player(player_id, new_position):
    if get_tree().is_network_server():
        # Validate the new position
        if is_position_valid(new_position):
            get_node("Players").get_node("player_" + str(player_id)).position = new_position
            # Broadcast the new validated position to all clients
            rpc("update_player_position", player_id, new_position)

Remember that RPC calls with `remote` or `remotesync` keywords can be initiated from any peer. Therefore, it’s essential to validate inputs on the server.

Lobby System and Matchmaking

Creating a lobby system allows players to join a game before it starts, ensuring that all participants are ready. Implementing a simple matchmaking system can be accomplished by creating a lobby scene where players can join:

func _on_lobby_joined(player_id, player_name):
    # Create a new Player instance for the joining player
    var new_player_instance = Player.instance()
    new_player_instance.player_name = player_name

    # Update all clients with the new player
    rpc("add_player_to_lobby", player_id, player_name)

Each client would have their player instance in the lobby, synchronized across the network. When the game starts, you can transition from the lobby scene to the actual game scene.

Syncing Scenes and Initial Game States

When all players are ready in the lobby, and you’re about to start the game, it’s essential to ensure that all clients load the game scene simultaneously and have their initial states synchronized:

# Server code to tell clients to start the game
func start_game():
    # Initialize game states here...

# Client code to load the game scene when told by the server
remote func load_game_scene():

Using RPCs to instruct clients when to change scenes and how to initialize their game states can provide a smooth transition and consistent gameplay experience.

With these advanced features, you’re on your way to mastering multiplayer game development in Godot. We encourage you to experiment with these snippets, extend them, and integrate them into your own multiplayer projects. Remember that practice is key, so the more you code, the better you become! Happy coding, and may your multiplayer adventures be filled with success and learning.As we progress in our multiplayer game development journey, let’s tackle some common challenges like dealing with latency, sending different types of data, and ensuring game state consistency across the network.

Dealing with Latency

Latency, or lag, can significantly affect the gameplay experience in a multiplayer game. A common strategy to deal with latency is to use client-side prediction coupled with server reconciliation.

  1. Client-side prediction allows the game to respond immediately to user input and predict the new state without waiting for the server’s response.
  2. Server reconciliation comes into play when the server sends back the correct state, at which point the client corrects any discrepancy from the prediction.

Here’s an example of how this can be implemented in Godot:

# Client-side prediction
func apply_local_input(input_vector):
    predicted_position += input_vector * speed * delta
    rpc_unreliable("send_input_to_server", input_vector)

# Server handles input and sends back authoritative state
remote func send_input_to_server(input_vector):
    var new_position = position + input_vector * speed * delta
    # Server-side position update
    position = new_position
    rset_unreliable("position", new_position)

# Client-side server reconciliation
rset_config("position", MultiplayerAPI.RPCMode.Puppet)
puppet var position = Vector2()

func _process(delta):
    if get_tree().is_network_server() or is_network_master():
    elif position != predicted_position:
        # Correct the local prediction
        predicted_position = position

Sending Different Types of Data

Besides calling methods remotely, multiplayer games often need to send different types of data like strings, arrays, or dictionaries. Here’s how you might send different data types with RPCs:

# Sending a string
remote func send_message(message : String):
    print("Received message: ", message)

rpc_id(1, "send_message", "Hello from Player!")

# Sending an array
remote func update_inventory(inventory : Array):
    print("Updated inventory: ", inventory)

rpc_id(1, "update_inventory", ["Sword", "Shield"])

# Sending a dictionary (e.g., for game settings)
remote func update_settings(settings : Dictionary):
    print("Updated settings: ", settings)

rpc_id(1, "update_settings", {"difficulty": "Hard", "lives": 3})

These are examples of sending basic data types using RPCs. When working with complex data, you may sometimes need to encode objects or arrays using `to_json` and decode them using `JSON.parse`.

Ensuring Game State Consistency

One of the key challenges in multiplayer games is keeping the game state consistent across all players. This often requires a centralized system that can verify and update the state as necessary. Here’s an elementary example showing how a server can manage the game state:

# A simple health system managed by the server
remote func take_damage(amount):
    if get_tree().is_network_server():
        health -= amount
        # Ensure all clients are updated with the new health
        rset("health", health)

And this is how a client might request to take damage:

func _on_Hitbox_area_entered(area):
    if is_network_master():
        # Only the master (owner) of this node can request to take damage
        rpc_id(1, "take_damage", 10)

Lastly, broadcasting changes and synchronizing scores can be done in a similar vein:

# Broadcast a score update to all clients
remote func update_score(player_id, score):
    if get_tree().is_network_server():
        rset_id(player_id, "score", score)

In multiplayer gameplay, it’s important to continually refine synchronization, prediction, and state management. This can involve complex systems and algorithms depending on the game’s requirements and the desired level of robustness.

These examples scratch the surface of the depth available in Godot’s MultiplayerAPI. By understanding and building upon these foundations, you lay the groundwork for creating truly engaging and responsive multiplayer games. Remember: testing extensively in a variety of network conditions is crucial to fine-tune the player experience and ensure that your game is as smooth online as it is offline. Keep iterating and testing, and you’ll find that your skills in multiplayer game development will grow alongside your projects. Happy coding, and may your multiplayer adventures be as bug-free as possible!

Where to Go Next in Your Godot Development Journey

You’ve taken impressive strides by exploring the essentials of the Godot Engine’s MultiplayerAPI. As you’ve seen, multiplayer game development is a rich and expansive field, ripe with opportunities for creativity and innovation. To continue developing your skills and dive deeper into the realm of game creation with Godot, the possibilities are nearly endless.

To keep the momentum going and truly solidify your game development expertise, we encourage you to explore our comprehensive Godot Game Development Mini-Degree. Tailored for both burgeoning developers and those seasoned in the art, our mini-degree program will guide you through a series of hands-on projects, helping you build a robust portfolio of real Godot games. You’ll learn invaluable concepts ranging from asset management and GDScript programming, to fine-tuning gameplay control flow and combat mechanics, all at your own pace and on your preferred devices.

For a broader exploration of our Godot offerings, be sure to check out our array of Godot courses. Each course is crafted to empower you with practical, project-based learning experiences, providing you the tools to not just learn, but to excel.

Remember, every step you take with us at Zenva is a leap towards mastering the art of coding and game development. With our courses, your dedication, and a passion for learning, you’ll be well on your way to creating games that not only entertain but inspire. Keep learning, keep creating, and watch as your dreams of game development become your reality.


Now that you’ve been introduced to the fascinating world of multiplayer game development with Godot’s MultiplayerAPI, it’s clear that the journey doesn’t stop here. The skills you’ve garnered and the concepts you’ve absorbed are the building blocks of a much larger adventure in game creation. The path ahead is one of continual learning and growth, and we at Zenva are committed to being your guide every step of the way.

Take the leap into the burgeoning sphere of game development with our Godot Game Development Mini-Degree, and let’s turn those game ideas into reality. Every line of code, every game scene, and every challenge overcome is a testament to your growth as a developer. So dream big, code passionately, and remember, with Zenva’s courses, you’re not just playing games, you’re crafting the experiences that will captivate gamers for years to come.

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