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Building Multiplayer Games in Godot 4: Complete Networking Guide 2025

Building Multiplayer Games in Godot 4: Complete Networking Guide 2025

Creating multiplayer games has never been more accessible, and Godot 4โ€™s networking capabilities make it easier than ever to bring players together. Whether youโ€™re 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.

๐ŸŒ Understanding Godot 4โ€™s Networking Architecture

MultiplayerAPI 2.0: The Foundation

Godot 4 introduces a completely redesigned networking system thatโ€™s 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)

๐Ÿš€ 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)

๐ŸŽฎ 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

๐Ÿ”„ 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)

๐Ÿ›ก๏ธ Security and Anti-Cheat Measures

Server Authority Pattern

Always validate critical actions on the server:

```gdscript

Secure item pickup system

extends Node

@rpc(โ€œany_peerโ€, โ€œreliableโ€) 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

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