OfflineMultiplayerPeer in Godot – Complete Guide

Gearing up to develop multiplayer games introduces a thrilling dimension to game development – synchronizing game states across different devices, managing lag, and ensuring the best gaming experience for players worldwide. Whether you are a beginner or an experienced coder, understanding the multiplayer system is crucial for creating engaging multiplayer games. Today, we are delving into the workings of the OfflineMultiplayerPeer class in Godot 4, a powerful game engine that empowers creators to bring their visions to virtual life.

What is OfflineMultiplayerPeer?

class OfflineMultiplayerPeer:
    inherits: MultiplayerPeer < PacketPeer < RefCounted < Object

The OfflineMultiplayerPeer is a unique class in Godot 4 that acts as the default MultiplayerAPI.multiplayer_peer for Node.multiplayer. This special class simulates the server’s behavior despite there being no actual network peers connected. It’s as if you have a friend to play with even when you’re practicing alone.

What is it for?

Imagine you’re creating a complex multiplayer game but want to test the functionality without needing to connect to an actual network each time. That’s exactly what OfflineMultiplayerPeer is designed for. It allows developers to test and iterate on multiplayer aspects of their game internally within the Godot’s given environment.

Why Should I Learn It?

By getting to grips with OfflineMultiplayerPeer, you can:

– Develop and test multiplayer mechanics with ease.
– Understand how Godot handles multiplayer authority.
– Streamline your game’s multiplayer development cycle.

This knowledge forms the backbone of multiplayer game development and harnessing it can greatly enhance your coding and game creation skills. So, let’s gear up and explore how the OfflineMultiplayerPeer works in Godot 4!

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Setting Up OfflineMultiplayerPeer

To begin using the OfflineMultiplayerPeer in Godot 4, you first need to create an instance of the class and then assign it to your networked nodes’ multiplayer peer. Here’s how you can set it up:

var offline_peer =
get_tree().multiplayer.multiplayer_peer = offline_peer

This code sets up an OfflineMultiplayerPeer to be used as the multiplayer peer in the scene tree. It’s an essential step for testing multiplayer functionalities in a local environment.

Simulating Network Behavior

Once the OfflineMultiplayerPeer is set, you can simulate network behaviors such as creating networked objects and calling RPCs (Remote Procedure Calls). Let’s create a simple networked object:

# Assuming you have a `Player` scene
var player_scene = preload("res://Player.tscn")
var player = player_scene.instance()
player.network_master = 1  # Set network master to the fake server peer ID (1)
get_tree().root.add_child(player)  # Add the player instance to the scene.

In this snippet, we have created a networked player instance and assigned the network master to ID 1, which corresponds to the server in Godot’s networking model.

Using RPCs with OfflineMultiplayerPeer

RPCs are a fundamental part of multiplayer gameplay in Godot. With the OfflineMultiplayerPeer, you can test how RPC calls behave:

player.rpc("sync_position", position)

Here, we’re setting the network master to the unique ID provided by the OfflineMultiplayerPeer and calling an RPC on the player object to sync its position. This would be akin to how you’d sync player positions in a live networked game.

Handling Network Signals

Godot’s MultiplayerAPI emits signals that are useful for managing network state and events. For instance:

# Connect the 'network_peer_disconnected' signal to a custom function
get_tree().multiplayer.connect("network_peer_disconnected", self, "_on_peer_disconnected")

func _on_peer_disconnected(id):
    print("Peer disconnected: ", id)

In this snippet, we connect the `network_peer_disconnected` signal to a function that outputs the ID of the disconnected peer. Although with OfflineMultiplayerPeer no actual disconnection occurs, this setup helps simulate and prepare the game’s response to such events.

By learning and applying these examples, you are building a solid foundation for multiplayer game development with Godot 4. Armed with these techniques, you’ll be well on your way to creating robust and enjoyable multiplayer experiences.In multiplayer game development, replicating game state changes is a key task. Let’s look at how to use `rpc` and `rset` to synchronize states across peers using OfflineMultiplayerPeer.

# RPC to update position - called on all peers including self
func _update_position(new_position: Vector2):
    rpc("sync_position", new_position)

remote func sync_position(position: Vector2):
    self.position = position

This code snippet demonstrates how to declare a function that calls a remote procedure (`rpc`) to update the position across all peers. The `remote func` keyword allows the function to be called across the network. Even though it’s “offline,” you’re simulating the true multiplayer behavior.

Next, managing peer IDs is an important aspect when dealing with multiplayer networks.

# Assign a unique peer ID
var peer_id = 1
print("My peer ID is: ", offline_peer.get_peer_id())

Here we set and retrieve the peer ID for the offline multiplayer peer, facilitating the simulation of different players in testing scenarios.

Dealing with networked variables is simplified by using the `rset` functionality, which sets remote properties:

# Setter method for the player's health
func set_health(new_health):
    health = new_health
    rset("health", health)

# Somewhere in your game logic

This example shows setting an `rset` property, `health`, on a networked player object. The `set_health` method updates the health variable and remotely synchronizes it.

Additionally, integrating custom signals for network events is a crucial feature:

# Custom signal declaration
signal player_damaged(damage_amount)

# Method to damage a player, emitting a custom signal
func damage_player(damage_amount):
    health -= damage_amount
    emit_signal("player_damaged", damage_amount)
    rpc("damage_sync", health)

remote func damage_sync(new_health): = new_health

By emitting a `player_damaged` signal, other parts of your game can react to a player being damaged. The `rpc` call `damage_sync` ensures the health is synchronized across the network.

For games with turn-based mechanics, you might need to track the current player’s turn:

# Setting the network master to change turns
func pass_turn_to_next_player():
    var next_peer_id = (offline_peer.get_peer_id() + 1) % get_tree().multiplayer.get_peer_count()
    print("It's now peer " + str(next_peer_id) + "'s turn!")

The `pass_turn_to_next_player` function calculates the ID of the next peer and makes it the network master, signaling it’s their turn.

Understanding how `OfflineMultiplayerPeer` works is essential for testing multiplayer systems. The class gives an accurate representation of network behaviors even when you’re working offline, which is incredibly valuable for efficient development and debugging of multiplayer games. We’ve just walked through a variety of code snippets that showcase important multiplayer features, and these examples form a solid basis for creating more complex networked game systems with Godot 4.Selective replication is another vital concept in multiplayer games. You may want to sync only specific peers based on certain conditions. Here’s an example of how you can use groups to synchronize actions across a subset of peers:

# Add players to a group based on a condition (e.g., team)
if == "blue":

# Later, you can send an RPC to just the blue team
rpc_id(get_tree().get_rpc_sender_id(), "update_score", score) if "blue_team" in get_tree().get_groups() else pass

In the snippet above, players are added to a group based on their team, and an RPC is conditionally called on all peers that belong to the “blue_team” group.

Next, let’s dive into a more advanced concept – reliable vs. unreliable networked methods. Sometimes, not all data needs to arrive in perfect order or even needs to arrive at all – especially true for fast-paced games where the latest information overrides the old.

# Unreliable method for updating position - might not reach all peers or might arrive out of order
func _update_position_unreliable(new_position: Vector2):
    rpc_unreliable("sync_position_unreliable", new_position)

remote func sync_position_unreliable(position: Vector2):
    self.position = position

We use `rpc_unreliable` instead of `rpc`, which might be preferable for methods like updating position in a fast-paced game, where the most recent information is the only relevant information.

Error handling in offline multiplayer simulation is also an aspect you’ll want to consider:

# Check if an RPC call failed
var result = player.rpc_id(offline_peer.get_unique_id(), "some_network_method")
if result == MultiplayerAPI.FAILED:
    print("RPC call failed")

This code checks for failure after attempting an RPC call and prints a message if the call failed. In an offline environment, this would help you simulate failure scenarios and practice handling them.

Another example involves handling player connections and disconnections in the simulation environment:

# Simulate a player disconnecting
func simulate_player_disconnect(player_id):
    if offline_peer.get_peer_id() == player_id:
        print("Simulated player with ID", player_id, "has disconnected")

This function lets you simulate a player disconnect for testing how your game responds to such events.

Moreover, a critical feature is pausing the game for all players when needed:

# Pause the game for all players
func pause_game():
    rpc("set_pause_state", true)
    get_tree().paused = true

remote func set_pause_state(state):
    get_tree().paused = state

Using `rpc`, you notify all players to pause the game, setting the scene tree’s pause property accordingly. This is useful for creating mechanics like timeouts or pause menus.

And lastly, consider a cleanup routine for when a simulated multiplayer session ends:

# Cleanup after a test multiplayer session
func end_test_session():
    offline_peer.set_peer_id(1)  # Reset peer to default
    get_tree().multiplayer.multiplayer_peer = null  # Remove the multiplayer peer
    print("Multiplayer test session has ended")

This function resets the multiplayer environment to its default state, removing the offline multiplayer peer and effectively ending the session. This is important for resetting the game state after each test run.

Through these examples, we’ve seen how `OfflineMultiplayerPeer` can be used to simulate various multiplayer states and actions, giving developers a reliable way to test and debug multiplayer features within the Godot environment before deploying to a live network.

Continue Your Godot Game Development Journey

As you continue to explore the exciting world of game development with Godot 4, remember that there’s always more to learn and even more incredible creations to bring to life. If you’re eager to expand your skills and dive deep into the world of Godot, our Godot Game Development Mini-Degree could be the perfect next step on your journey. This comprehensive collection of courses is designed to systematically build up your abilities, transforming you from a novice into a proficient game developer capable of crafting your own unique games.

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The world of game development is a playground for creativity and technical skill, and Godot 4 is one of the most powerful tools at your disposal. By embracing classes like OfflineMultiplayerPeer, you are unlocking new horizons in your game development journey, ensuring that your multiplayer experiences are as engaging and flawless as possible. Remember, every game you create is a step towards mastering the craft. Keep learning, keep experimenting, and continue to bring your incredible virtual worlds to life.

Don’t stop here! Fuel your passion for game development and expand your expertise with our Godot Game Development Mini-Degree. This is your portal to not just learning, but mastering game development with Godot. Let Zenva be your guide and ally as you transform your visions into reality, one line of code at a time.

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