WebSocketMultiplayerPeer in Godot – Complete Guide

WebSockets have revolutionized the way we think about real-time communication on the web, providing a persistent connection between clients and servers for instant data exchange. When it comes to game development, especially with powerful engines like Godot, understanding and implementing WebSocket communication can greatly enhance multiplayer gaming experiences. In this comprehensive tutorial, we’ll delve into the WebSocketMultiplayerPeer class in Godot 4, which serves as a means to use WebSocket connections within Godot’s MultiplayerAPI. Whether you’re just starting out or looking to add real-time multiplayer features to your game, this tutorial will guide you through the process with engaging examples and clear explanations.

What Is WebSocketMultiplayerPeer?

WebSocketMultiplayerPeer is a Godot class designed as a foundational element for setting up both WebSocket servers and clients. As part of Godot’s multiplayer network infrastructure, it allows developers to incorporate real-time communication capabilities into their games. This means that with WebSocketMultiplayerPeer, you can have players interacting with each other in near-real time, whether for cooperative or competitive gameplay.

What Is It For?

By leveraging WebSocketMultiplayerPeer, Godot games can connect to a server over the WebSocket protocol, which provides full-duplex communication channels over a single TCP connection. This is particularly useful for multiplayer games where quick and consistent data transfer between players and the server is crucial for a seamless gaming experience.

Why Should I Learn It?

Understanding WebSocketMultiplayerPeer and integrating it into your Godot games allows you to create new, interactive experiences that players expect in today’s gaming industry. Real-time multiplayer games can keep players engaged for longer and provide a sense of community and competition. Furthermore, with the websocket protocol’s efficiency and wide support, learning to use WebSocketMultiplayerPeer positions your gaming projects to take full advantage of the capabilities of modern game engines and networking technology.

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Establishing a WebSocket Connection in Godot

To establish a WebSocket connection in Godot, you must first create a WebSocket client. This can be done using the WebSocketClient class. Let’s begin by initiating a connection to a WebSocket server.

var ws_client = WebSocketClient.new()

func _ready():
    var url = "ws://echo.websocket.org" # Example WebSocket server
    ws_client.connect("connection_established", self, "_on_connection_established")

func _on_connection_established(protocol):
    print("Connected with protocol: " + protocol)

Remember to check whether the connection failed. You should always implement error handling when dealing with network operations.

func _process(delta):
    if ws_client.get_connection_status() == WebSocketClient.CONNECTION_DISCONNECTED:
        print("Connection to server lost.")
        get_tree().quit() # This exits the game. Handle this as needed.

Once connected, you may want to send messages to the server. Here’s a simple example of how to do that:

func _send_message(msg):
    if ws_client.get_connection_status() == WebSocketClient.CONNECTION_CONNECTED:
        print("Not connected to server.")

Handling Incoming WebSocket Messages

After establishing the connection, you should also handle incoming messages. This is done by polling the WebSocketClient in the _process function or by connecting to the WebSocketClient’s signals.

func _process(delta):
    if ws_client.get_connection_status() == WebSocketClient.CONNECTION_CONNECTED:
        # ... your game logic here ...

Use signals to react to messages that come from the server:

func _ready():
    # ... connection setup ...
    ws_client.connect("data_received", self, "_on_data_received")

func _on_data_received():
    var data_packet = ws_client.get_peer(1).get_packet().get_string_from_utf8()
    print("Received message: " + data_packet)

Handling errors and server disconnections will ensure a stable gameplay experience for players:

func _ready():
    # ... connection setup ...
    ws_client.connect("server_disconnected", self, "_on_server_disconnected")

func _on_server_disconnected():
    print("Disconnected from the server.")
    # Handle disconnection logic here

Building a WebSocket Server in Godot

Building a WebSocket server allows you to manage multiplayer sessions directly within Godot. You can create a server using the WebSocketServer class.

var ws_server = WebSocketServer.new()

func _ready():
    ws_server.listen(12345, PoolStringArray(), true) # Start server on port 12345
    ws_server.connect("client_connected", self, "_on_client_connected")

func _process(delta):
    if ws_server.is_listening():
        ws_server.poll() # Important to process incoming connections and data
        # ... server logic ...

func _on_client_connected(id, protocol):
    print("Client connected with id: " + str(id) + " and protocol: " + protocol)

Do not forget to stop the server when your game exits or when you no longer need to keep the server running.

func _exit_game():
    if ws_server.is_listening():

Synchronizing Game State with WebSocketMultiplayerPeer

In multiplayer games, keeping the game state synchronized across all clients is key. With WebSocketMultiplayerPeer, this process is streamlined. Use Godot’s built-in MultiplayerAPI to sync states:

func _send_player_position():
    if ws_client.get_connection_status() == WebSocketClient.CONNECTION_CONNECTED:
        var my_position = get_node("Player").position

func _on_data_received():
    var id = ws_client.get_peer(1).get_available_packet_peer()
    var position = ws_client.get_peer(id).get_var()
    # Now, move the player with that id to the 'position'

By implementing these basic examples, you’ll have set up the groundwork for real-time multiplayer interactions using Godot’s WebSockets. Remember, these examples are just starting points. Developing a full-featured multiplayer game will require a thorough understanding of both Godot’s networking capabilities and general networking principles.Utilizing the WebSocketMultiplayerPeer class further, you can refine your multiplayer setup to handle more complex interactions, such as broadcasting messages to all connected peers and implementing custom communication protocols. Let’s dive into some examples that show these advanced uses.

Advanced Usage of WebSocketMultiplayerPeer

To broadcast a message to all connected peers, you can iterate over the list of connected clients on the server-side and send them the data packet:

func _broadcast_message(msg):
    var packet = msg.to_utf8()
    for id in ws_server.get_peer_ids():

Custom communication protocols can also be established to handle different types of messages, such as player movements, chat messages, or game state updates. You can prefix your messages with identifiers and process them accordingly:

func _send_chat_message(text):
    var message = "chat:" + text

func _on_data_received():
    var data_packet = ws_client.get_peer(1).get_packet().get_string_from_utf8()
    var type = data_packet.split(":")[0]
    var content = data_packet.split(":")[1]

    match type:
        # Add more message types as necessary

To handle a player joining or leaving the game, you can manipulate these events by taking advantage of the WebSocketServer’s signals, ensuring that all players are informed of changes in the player roster:

func _on_client_connected(id, protocol):
    print("Player %d has joined the game" % id)
    _broadcast_message("Player " + str(id) + " has joined the game")

func _on_client_disconnected(id, was_clean_close):
    print("Player %d has left the game" % id)
    _broadcast_message("Player " + str(id) + " has left the game")

Another key feature is error handling and robustness in network communication. It is important to handle cases where a message sending fails due to a lost connection or other network issues:

func _send_message_safe(id, msg):
    if ws_server.has_peer(id) and ws_server.get_peer(id).is_connected_to_host():
        print("Failed to send message to peer: %d" % id)

Lastly, to ensure messages are sent at appropriate times and do not overload the network, you might consider implementing a throttling mechanism, especially if you’re sending out frequent updates, such as player positions in a fast-paced game:

var last_sent_time = 0
var send_interval = 0.1 # 100ms

func _process(delta):
    last_sent_time += delta
    if last_sent_time >= send_interval:
        last_sent_time = 0

Good network practices involve not only handling your messages correctly but also being considerate of the frequency and size of the data being sent. By incorporating these examples into your Godot WebSocket project, you can build a more responsive, efficient, and enjoyable multiplayer experience. These snippets aim to spark your creativity and show you the possibilities of what can be accomplished with Godot and WebSockets. Remember to test extensively and fine-tune your game’s networking logic for the best performance.Optimizing network communication in your Godot game is essential, especially when dealing with real-time multiplayer scenarios. One way to optimize is by applying interpolation or extrapolation to player movements to preserve fluidity, even with network latency.

Implementing Interpolation and Extrapolation

Interpolation involves predicting a player’s position between known states, which can be particularly useful if the network updates are infrequent.

var last_known_position = Vector2()
var target_position = Vector2()
var interpolation_speed = 5.0

func _process(delta):
    var direction_to_target = (target_position - last_known_position).normalized()
    var distance_to_move = interpolation_speed * delta

    # Move the player towards the target position at the interpolation speed,
    # stopping if the player is close enough to the target.
    if last_known_position.distance_to(target_position) > distance_to_move:
        last_known_position += direction_to_target * distance_to_move

On the other hand, extrapolation predicts where a player will be in the future based on their current state, which is useful for fast-paced games with frequent updates.

var player_velocity = Vector2()
var extrapolation_time = 0.1

func _process(delta):
    last_known_position += player_velocity * extrapolation_time

Managing Game State and Player Inputs

Handling game state and player inputs across networked games ensures that player actions are responsive and in sync. Consider the following example where a player’s input results in a message to the server, and the server broadcasts updates to all players:

# Client
func _handle_input(input_vector):
    _send_message("input:" + input_vector)

# Server
func _handle_player_input(id, input_vector):
    # Process input and update server-side state
    _broadcast_message("update_position:" + str(id) + ":" + input_vector)

Additionally, managing networked player instantiation can be achieved via RPCs (remote procedure calls). Here’s an example of spawning a player object when a new client connects:

# Server
func _on_client_connected(id, protocol):
    rpc("spawn_player", id, position)

remote func spawn_player(id, position):
    var new_player = player_scene.instance()
    new_player.position = position

Latency Compensation Techniques

In real-time games, compensating for latency is critical to provide a fair and responsive experience. You can timestamp messages and adjust according to the delay:

# Client sends a timestamped message
func _send_action(action):
    var timestamp = OS.get_ticks_msec()
    _send_message("action:" + action + ":" + str(timestamp))

# Server processes the message considering the timestamp
func _process_action(id, action, timestamp):
    var delay = OS.get_ticks_msec() - timestamp
    # Adjust game state based on the delay

Client-side prediction is another technique where the client predicts the results of inputs before receiving updates from the server:

# Client predicts own movement
func _handle_input(input_vector):
    _send_message("input:" + input_vector)

func predict_movement(input_vector):
    # Move player immediately without waiting for server confirmation

Finally, server reconciliation allows the server to correct any discrepancies between the client’s predicted state and the server’s authoritative state:

# Server sends the authoritative position
func _on_player_moved(id, position):
    _broadcast_message("correct_position:" + str(id) + ":" + position)

# Client adjusts based on the server's authoritative position
func _on_correction_received(id, correct_position):
    if id == get_tree().get_network_unique_id():
        # Update the player's position to match the server's correction

These advanced networking techniques involve trade-offs and require careful tuning based on the specifics of your game and its networking requirements. It is essential to monitor network conditions and adjust your strategies accordingly to provide the best player experience possible. Remember that networking can be complex, and it’s often the small details that can make a big difference in your final game. With these examples and tips, you’re on your way to creating engaging and technically sound multiplayer experiences in Godot.

Continue Your Game Development Journey

Your exploration into the realms of Godot and WebSocket technology is just beginning. As you dive into the intricacies of real-time multiplayer games and network synchronization, remember that every step forward enhances your skills and prepares you for more advanced challenges. To continue nurturing your passion for crafting immersive game experiences, consider joining the Godot Game Development Mini-Degree. It’s a treasure trove of knowledge perfectly suited for both newcomers eager to enter the world of game development and seasoned creators looking to refine their expertise in the Godot engine.

In our comprehensive program, you’ll embark on a journey through various game types and dynamics, from the pulse-pounding action of platformers to the strategic depths of RPGs and RTS games. The structure of our courses fits neatly into your life, allowing you to progress at your own pace, ensuring that learning never feels like a burden. Plus, once you’ve mastered your craft, our completion certificates will be a testament to the skills you’ve gained—and are directly applicable in the broader industry landscape.

For those yearning to expand their Godot horizons even further, our selection of Godot courses stands ready to fuel your creative endeavors. Each class is meticulously designed to build upon your existing knowledge and propel you toward becoming a confident game developer. With Zenva, from beginner to professional, your game development aspirations can be realized. So why wait? Take the next step and turn your game development dreams into reality today!


Stepping into the world of WebSockets with Godot opens doors to creating dynamic, engaging, and modern multiplayer games that stand out in the crowded digital landscape. Harnessing the full potential of Godot 4’s WebSocketMultiplayerPeer class represents more than just an upgrade to your developer toolkit; it’s a commitment to delivering the interactive real-time experiences that today’s players crave. We at Zenva are excited to see the innovative games you’ll build with these skills and the communities you’ll inspire with your creations. Don’t let the momentum stop here – continue your journey with us and see where your newfound expertise in Godot and networking takes you in the Godot Game Development Mini-Degree.

Your next masterpiece is just a concept away, and we are eager to support you in bringing it to life. With the world as your potential audience, the impact you can make through your games is limitless. Let these tutorials be the spark that ignites your passion for game development. Together, let’s build the future of gaming, one line of code at a time. The controller is in your hands; let’s play!

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