Building Multiplayer Games in Godot 4: Complete Networking Guide 2025
Creating multiplayer games has never been more accessible, and Godot 4โs networking capabilities make it easier than ever to bring players together. Whether youโre building a co-op adventure or a competitive online arena, this comprehensive guide will walk you through everything you need to know about multiplayer development in Godot 4.
๐ Understanding Godot 4โs Networking Architecture
MultiplayerAPI 2.0: The Foundation
Godot 4 introduces a completely redesigned networking system thatโs more flexible and powerful than its predecessor. The new MultiplayerAPI provides:
- Seamless peer-to-peer and client-server architectures
- Built-in NAT traversal support
- Enhanced security features
- Improved performance with up to 60% less latency
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# Basic multiplayer setup
extends Node
func _ready():
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
multiplayer.connected_to_server.connect(_on_connected_to_server)
multiplayer.connection_failed.connect(_on_connection_failed)
func _on_peer_connected(id):
print("Player connected: ", id)
func _on_peer_disconnected(id):
print("Player disconnected: ", id)
๐ Setting Up Your First Multiplayer Game
Step 1: Create the Server
The server is the backbone of your multiplayer experience:
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# Server.gd
extends Node
const PORT = 8910
const MAX_CLIENTS = 4
func _ready():
start_server()
func start_server():
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(PORT, MAX_CLIENTS)
if error == OK:
multiplayer.multiplayer_peer = peer
print("Server started on port ", PORT)
# Spawn server player
add_player(1) # Server is always ID 1
else:
print("Failed to start server: ", error)
func add_player(id: int):
var player = preload("res://Player.tscn").instantiate()
player.name = "Player" + str(id)
player.set_multiplayer_authority(id)
add_child(player)
Step 2: Client Connection
Connecting clients to your server:
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# Client.gd
extends Node
const SERVER_IP = "127.0.0.1"
const PORT = 8910
func _ready():
connect_to_server()
func connect_to_server():
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(SERVER_IP, PORT)
if error == OK:
multiplayer.multiplayer_peer = peer
print("Connecting to server...")
else:
print("Failed to create client: ", error)
func _on_connected_to_server():
print("Successfully connected to server!")
# Request to spawn player
request_spawn_player.rpc_id(1)
@rpc("any_peer", "call_local", "reliable")
func request_spawn_player():
if multiplayer.is_server():
var id = multiplayer.get_remote_sender_id()
add_player(id)
๐ฎ Player Synchronization and Movement
Implementing Smooth Player Movement
One of the biggest challenges in multiplayer games is keeping player positions synchronized:
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# Player.gd
extends CharacterBody3D
@export var speed = 5.0
@export var jump_velocity = 4.5
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
# Synchronize essential player data
@export var player_id: int
@export var player_name: String = ""
func _ready():
# Only process input for the local player
set_physics_process(multiplayer.get_unique_id() == player_id)
func _physics_process(delta):
# Handle gravity
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = jump_velocity
# Handle movement
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if input_dir != Vector2.ZERO:
velocity.x = input_dir.x * speed
velocity.z = input_dir.y * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
move_and_slide()
# Synchronize position to other clients
if multiplayer.is_server():
sync_position.rpc(global_position, velocity)
@rpc("authority", "call_local", "unreliable")
func sync_position(pos: Vector3, vel: Vector3):
if multiplayer.get_unique_id() != player_id:
global_position = pos
velocity = vel
๐ Advanced RPC Usage
Understanding RPC Types
Godot 4 offers several RPC configurations for different use cases:
| RPC Type | Best For | Example Usage |
|---|---|---|
reliable |
Critical data (scores, items) | Player death, item pickup |
unreliable |
Frequent updates (position) | Movement, animation states |
unreliable_ordered |
Smooth animations | Particle effects, UI updates |
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# Advanced RPC examples
extends Node
# Reliable RPC for important game events
@rpc("any_peer", "reliable", "call_local")
func player_scored(player_id: int, points: int):
update_scoreboard(player_id, points)
display_score_popup(player_id, points)
# Unreliable RPC for frequent updates
@rpc("authority", "unreliable", "call_local")
func update_animation_state(animation_name: String):
$AnimationPlayer.play(animation_name)
# RPC with custom channel for prioritization
@rpc("any_peer", "reliable", "call_local")
func send_chat_message(message: String, sender_name: String):
display_chat_message(sender_name + ": " + message)
๐ก๏ธ Security and Anti-Cheat Measures
Server Authority Pattern
Always validate critical actions on the server:
```gdscript
Secure item pickup system
extends Node
@rpc(โany_peerโ, โreliableโ) func request_pickup_item(item_id: String, player_pos: Vector3): if not multiplayer.is_server(): return
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var sender_id = multiplayer.get_remote_sender_id()
var item = get_item_by_id(item_id)
# Validate player is close enough to item
if item and player_pos.distance_to(item.global_position) < 2.0:
# Server confirms pickup
confirm_pickup.rpc(item_id, sender_id)
remove_item(item_id)
else:
# Reject suspicious pickup attempt
print("Invali