multiplayer-basics
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Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
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All examples target Godot 4.3+ with no deprecated APIs.
- Distinctive: line 177
Every node has exactly one authoritative peer — the peer that is permitted to send state updates for that node.
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Multiplayer Basics in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows.
Related skills: See multiplayer-sync for state synchronization and interpolation. See dedicated-server for headless export and server deployment.
1. Multiplayer Architecture
Godot uses a client-server model built on top of MultiplayerAPI. One peer acts as the server; all others are clients. Every peer has a unique integer ID assigned by the network layer:
| Peer ID | Role |
1 | The server (always) |
2+ | Connected clients — randomly generated unique IDs, not sequential |
Multiplayer authority is the concept of ownership over a node. Only the authoritative peer should read input and drive that node's state. By default the server (peer 1) is the authority for every node. Call set_multiplayer_authority(peer_id) to transfer ownership to a client — on every peer, since the call is local and is not replicated.
Server (peer 1)
├── Owns game state by default
├── Spawns and validates objects
└── Routes RPCs
Client (peer 2, 3, …)
├── Sends input to server via RPC
└── Receives state updates from server2. Setting Up ENetMultiplayerPeer
Both sides use the same three steps: create an ENetMultiplayerPeer, call create_server(port, max_clients) or create_client(address, port), then assign it to multiplayer.multiplayer_peer and connect the MultiplayerAPI signals (peer_connected, peer_disconnected, connected_to_server, connection_failed, plus server_disconnected — see §7). Check the create_* return value — it returns an Error, and a silent ERR_CANT_CREATE (port already in use) otherwise looks exactly like a hang.
The server is always peer ID 1; clients receive randomly generated unique IDs, so never assume they are sequential.
Full server and client implementations with every signal handler, in GDScript and C#: references/enet-setup.md
3. RPCs
@rpc (GDScript) / [Rpc] (C#) marks a method as callable across the network. Choose the mode and transfer settings carefully — they affect both security and performance.
RPC Modes
| Mode | Who may call it | Executes on |
"authority" (default) | Only the authority peer | The peer(s) it is sent to |
"any_peer" | Any connected peer | The peer(s) it is sent to |
Transfer Modes
| Mode | Delivery | Order | Use For |
"reliable" | Guaranteed | In-order | Chat, spawn events, important state |
"unreliable" | Best-effort | Unordered | High-frequency position updates |
"unreliable_ordered" | Best-effort | In-order per channel | Smooth movement streams |
GDScript
# chat.gd
extends Node2D
# Any peer can call; server validates then broadcasts to all peers.
@rpc("any_peer", "reliable")
func send_chat_message(text: String) -> void:
if not multiplayer.is_server():
return
var sender_id := multiplayer.get_remote_sender_id()
_broadcast_chat.rpc(sender_id, text)
# Only the authority (server) can call this; runs on every peer.
@rpc("authority", "reliable", "call_local")
func _broadcast_chat(sender_id: int, text: String) -> void:
print("[%d]: %s" % [sender_id, text])
# Client → server: request to spawn an object.
@rpc("any_peer", "reliable")
func request_spawn(scene_path: String, spawn_position: Vector2) -> void:
if not multiplayer.is_server():
return
# Server validates and performs the actual spawn.
var scene: PackedScene = load(scene_path)
if scene == null:
return
var instance := scene.instantiate()
instance.global_position = spawn_position
get_tree().root.add_child(instance)
# High-frequency sync; unreliable_ordered + a channel keeps this off other RPC traffic.
@rpc("authority", "unreliable_ordered", "call_local", 1)
func sync_position(pos: Vector2) -> void:
global_position = posSending to specific peers:
# Send to everyone (including self if call_local is set):
send_chat_message.rpc("Hello!")
# Send to one specific peer:
send_chat_message.rpc_id(target_peer_id, "Hello!")C#
// Chat.cs
using Godot;
public partial class Chat : Node2D
{
// Any peer can call; executes on the server only.
[Rpc(MultiplayerApi.RpcMode.AnyPeer, TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)]
public void SendChatMessage(string text)
{
if (!Multiplayer.IsServer()) return;
int senderId = Multiplayer.GetRemoteSenderId();
Rpc(MethodName.BroadcastChat, senderId, text);
}
// Authority only; runs on every peer including the caller.
[Rpc(MultiplayerApi.RpcMode.Authority,
CallLocal = true,
TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)]
private void BroadcastChat(int senderId, string text)
=> GD.Print($"[{senderId}]: {text}");
// Client → server: request a spawn.
[Rpc(MultiplayerApi.RpcMode.AnyPeer, TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)]
public void RequestSpawn(string scenePath, Vector2 spawnPosition)
{
if (!Multiplayer.IsServer()) return;
var scene = GD.Load<PackedScene>(scenePath);
if (scene == null) return;
var instance = scene.Instantiate<Node2D>();
instance.GlobalPosition = spawnPosition;
GetTree().Root.AddChild(instance);
}
// High-frequency position sync.
[Rpc(MultiplayerApi.RpcMode.Authority,
CallLocal = true,
TransferMode = MultiplayerPeer.TransferModeEnum.UnreliableOrdered,
TransferChannel = 1)]
public void SyncPosition(Vector2 pos)
=> GlobalPosition = pos;
}Sending to specific peers in C#:
// Broadcast to all:
Rpc(MethodName.SendChatMessage, "Hello!");
// Send to one peer:
RpcId(targetPeerId, MethodName.SendChatMessage, "Hello!");4. Authority Model
Every node has exactly one authoritative peer — the peer that is permitted to send state updates for that node. Other peers should treat incoming state as read-only.
GDScript
# player.gd
extends CharacterBody2D
func _ready() -> void:
# multiplayer.get_unique_id() = this peer's ID; server assigns authority during spawn (see Section 6).
pass
func _physics_process(delta: float) -> void:
# Guard: authority-only input and movement.
if not is_multiplayer_authority():
return
var direction := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
velocity = direction * 200.0
move_and_slide()
sync_position.rpc(global_position)
@rpc("authority", "unreliable_ordered", "call_local", 1)
func sync_position(pos: Vector2) -> void:
if not is_multiplayer_authority():
global_position = pos
func print_authority_info() -> void:
print("My peer ID : %d" % multiplayer.get_unique_id())
print("Authority : %d" % get_multiplayer_authority())
print("Am I auth? : %s" % str(is_multiplayer_authority()))C#
// Player.cs
using Godot;
public partial class Player : CharacterBody2D
{
public override void _PhysicsProcess(double delta)
{
// Guard: authority-only input.
if (!IsMultiplayerAuthority()) return;
var direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
Velocity = direction * 200f;
MoveAndSlide();
Rpc(MethodName.SyncPosition, GlobalPosition);
}
[Rpc(MultiplayerApi.RpcMode.Authority,
CallLocal = true,
TransferMode = MultiplayerPeer.TransferModeEnum.UnreliableOrdered,
TransferChannel = 1)]
private void SyncPosition(Vector2 pos)
{
if (!IsMultiplayerAuthority())
GlobalPosition = pos;
}
}API summary:
| Method | Returns | Notes |
multiplayer.get_unique_id() | int | This peer's ID |
get_multiplayer_authority() | int | ID of the peer that owns this node |
is_multiplayer_authority() | bool | True if this peer owns this node |
set_multiplayer_authority(id) | void | Transfer ownership; local only — call it on every peer (e.g. in the spawn function) |
5. Spawning Networked Objects
Use MultiplayerSpawner to replicate scene instances across peers. Register the scenes (add_spawnable_scene() or the inspector's Auto Spawn List); when the server adds an instance of one as a direct child of the spawn_path node, the spawner instantiates it on every peer. For a spawn that needs data (position, owner), set spawn_function and call spawn(data) on the server.
See references/spawning-networked-objects.md for
MultiplayerSpawnerscene setup and the spawn-on-server flow (GDScript + C#).
6. Player Join Flow
The full lobby-join lifecycle: peer connects → server allocates a slot → load lobby scene → spawn player node → broadcast peer-list to all clients → on "start match" RPC, transition all peers to gameplay scene.
See references/player-join-flow.md for the full GDScript and C# implementation (peer-connected handler, slot allocation, lobby state, gameplay transition).
7. Disconnect Handling
Listen for peer_disconnected(id) on the multiplayer API. On the server: free the disconnected peer's player node and broadcast the updated peer-list. On clients: detect a server-disconnect and route to a reconnect / main-menu screen.
See references/disconnect-handling.md for the timeout detection settings, server-side cleanup, and client-side reconnect flow (GDScript + C#).
8. Common Pitfalls
| Pitfall | Symptom | Fix |
| Calling an RPC on the wrong authority | Method never runs; the receiver logs RPC '…' is not allowed on node … | Check is_multiplayer_authority() before sending; use "any_peer" only where intentional |
| Desync from unordered RPCs | Positions jitter or snap | Use "unreliable_ordered" for streams; use "reliable" for critical state changes |
Reading input in _process vs _physics_process | Movement desyncs on different frame rates | Always move CharacterBody2D in _physics_process; send sync RPCs from there too |
Not checking is_multiplayer_authority() before input | Every peer controls every player | Add an if not is_multiplayer_authority(): return guard at the top of input handling |
Spawning without MultiplayerSpawner | Object appears on server, missing on clients | Add replicated instances under a MultiplayerSpawner's spawn_path (scene in its spawnable list), or use its spawn() with a spawn_function |
Forgetting call_local on authority RPCs | Server state diverges from its own node | Add "call_local" when the sender also needs to execute the RPC locally |
Calling rpc() before the client has connected | Error Trying to call an RPC via a multiplayer peer which is not connected. | On clients, send RPCs only after connected_to_server (before a peer is assigned, the default OfflineMultiplayerPeer runs only call_local RPCs, and only locally) |
Not stripping res:// scenes from exported builds | Clients can read server-only scripts | Leave server-only files out of the client preset (Resources tab: export mode or exclude filters), or use PCK encryption for sensitive server code |
9. Checklist
ENetMultiplayerPeer.create_server()/create_client()returnOKbefore assigning tomultiplayer.multiplayer_peer- All five multiplayer signals connected:
peer_connected,peer_disconnected,connected_to_server,connection_failed,server_disconnected - Every node that reads player input guards with
if not is_multiplayer_authority(): return - Input processing and
sync_positionRPC are both in_physics_process, not_process - RPC modes chosen deliberately:
"any_peer"only for client → server calls;"authority"for server → client - Unreliable RPCs used only for high-frequency updates (position, rotation); reliable for events (spawn, damage, chat)
MultiplayerSpawnerconfigured with all spawnable scenes before the first player joinsset_multiplayer_authority(peer_id)called on every peer when each player node is spawned (e.g. inside thespawn_function)peer_disconnectedhandler frees the player node and removes it from tracking collectionsserver_disconnectedhandler on clients returns to main menu and nullsmultiplayer.multiplayer_peeris_instance_valid()checked before dereferencing any stored node reference in disconnect callbacks- No client
rpc()calls made beforeconnected_to_serverfires
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