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Audit score 90

godot-multiplayer

gamedev-skills/awesome-gamedev-agent-skills

Build networked Godot 4.7 games with ENet, RPCs, and state replication.

What is godot-multiplayer?

Set up multiplayer servers/clients using ENetMultiplayerPeer, define remote functions with @rpc annotations, assign per-node authority, and replicate state via MultiplayerSpawner and MultiplayerSynchronizer. Use this when adding networking to a Godot project, implementing client-server communication, or syncing player and world state across peers.

  • Create ENet multiplayer servers and clients with configurable ports and player limits
  • Define and call remote functions (RPCs) with @rpc annotations, routing to all peers or specific peer IDs
  • Assign per-node multiplayer authority to control which peer can modify each node's state
  • Automatically spawn and synchronize nodes across peers using MultiplayerSpawner and MultiplayerSynchronizer
  • Handle connection lifecycle events (peer_connected, peer_disconnected, connection_failed, server_disconnected)
  • Validate client input on the server and broadcast authoritative results to all clients

How to install godot-multiplayer

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-multiplayer
Prerequisites
  • Godot 4.7 or compatible 4.x version
  • Basic understanding of Godot nodes, scenes, and GDScript
  • Familiarity with game loops and input handling
Claude Code
Cursor
Windsurf
Cline

How to use godot-multiplayer

  1. 1.Create an ENetMultiplayerPeer and call create_server() or create_client(), then assign it to multiplayer.multiplayer_peer
  2. 2.Connect to multiplayer signals (peer_connected, peer_disconnected, connected_to_server) to handle join/leave events
  3. 3.Define RPC methods using @rpc annotations with parameters like 'any_peer', 'authority', and 'call_local'
  4. 4.Call RPCs via rpc() for all peers or rpc_id(peer_id) for a specific peer; use multiplayer.get_remote_sender_id() to identify the caller
  5. 5.Assign multiplayer authority per node with set_multiplayer_authority(id) and gate input/logic with is_multiplayer_authority()
  6. 6.Add MultiplayerSynchronizer children to nodes and configure which properties to replicate (position, velocity, etc.) in the editor
  7. 7.Validate all client input on the server before applying state changes or broadcasting results to other peers

Use cases

Good for
  • Hosting a multiplayer game server and having clients join over ENet with automatic peer ID assignment
  • Implementing player input: clients send fire/move requests as RPCs to the server for validation and broadcast
  • Syncing avatar positions and velocities across all players using MultiplayerSynchronizer properties
  • Spawning networked objects (projectiles, items) on all peers when triggered by server-validated events
  • Building a dedicated headless server that manages game state and validates all client actions
Who it's for
  • Game developers building multiplayer games in Godot 4.x
  • Programmers implementing client-server networking and RPC communication
  • Teams creating competitive or cooperative multiplayer experiences
  • Developers migrating from single-player to networked Godot projects

godot-multiplayer FAQ

What is the difference between @rpc('authority') and @rpc('any_peer')?

@rpc('authority') (the default) means only the node's authority (owner) can call it; clients calling it are ignored. @rpc('any_peer') allows any peer to call it, typically used for client-to-server requests like input validation.

Why do my RPCs fail silently or cause errors?

RPC signatures must match exactly across all peers—Godot checksums all @rpc methods in a script. If the set of @rpc methods or their annotations differ between client and server builds, routing breaks. Ensure every peer has identical @rpc declarations.

How do I prevent cheating in a multiplayer game?

Always validate client input on the server before applying state changes. Clients send intent (e.g., 'fire' request), the server validates it (can the player afford it? is it in range?), and then broadcasts the authoritative result to all peers. Never trust client-reported positions or results.

Can I use MultiplayerSynchronizer to replicate custom objects or Callables?

No, RPCs and MultiplayerSynchronizer only serialize primitive data types (int, float, string, Vector2, etc.), arrays, and dictionaries. For complex objects, send their data as primitives and reconstruct them on the receiving end.

How do I cleanly disconnect a player from the multiplayer session?

Set multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new() to reset the peer and disconnect. This will trigger peer_disconnected signals on all remaining peers.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: godot-multiplayer description: > Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.

Godot Multiplayer (4.x high-level)

Connect peers, call functions remotely with @rpc, assign authority, and replicate state with MultiplayerSpawner/MultiplayerSynchronizer. Targets Godot 4.7 (ENet). Treat all client input as untrusted; keep the server authoritative.

When to use

  • Use when adding networked multiplayer: hosting/joining over ENet, calling RPCs, assigning per-node authority, or auto-spawning/syncing nodes across peers.

When not to use: local split-screen (no networking); raw TCP/UDP/WebSocket protocol work (low-level PacketPeer); HTTP requests. For save/persistence → save-systems.

Core workflow

  1. Create a peer (ENetMultiplayerPeer), call create_server(port, max) or create_client(ip, port), and assign it to multiplayer.multiplayer_peer. The server's unique ID is always 1; clients get random positive IDs.
  2. Handle connection signals on multiplayer: peer_connected(id), peer_disconnected(id), connected_to_server, connection_failed, server_disconnected.
  3. Define RPCs with @rpc(...). Call them on a Callable via rpc() (all peers) or rpc_id(peer_id) (one peer). Inside, multiplayer.get_remote_sender_id() tells you who sent it.
  4. Keep RPC signatures identical on every peer that runs the script — Godot checksums all @rpc methods in a script; mismatches break silently.
  5. Assign authority per node with set_multiplayer_authority(id); gate input/RPCs by is_multiplayer_authority().
  6. Replicate state with MultiplayerSpawner (auto-instances scenes on clients) and MultiplayerSynchronizer (auto-syncs selected properties).
  7. Validate on the server. Don't trust client-reported positions/results.

Patterns

1. Host or join (ENet)

const PORT := 7000
const MAX_PLAYERS := 8

func host() -> void:
    var peer := ENetMultiplayerPeer.new()
    var err := peer.create_server(PORT, MAX_PLAYERS)
    if err != OK:
        push_error("Cannot host: %s" % err); return
    multiplayer.multiplayer_peer = peer
    multiplayer.peer_connected.connect(_on_peer_connected)

func join(ip := "127.0.0.1") -> void:
    var peer := ENetMultiplayerPeer.new()
    peer.create_client(ip, PORT)
    multiplayer.multiplayer_peer = peer
    multiplayer.connected_to_server.connect(func(): print("connected"))

func leave() -> void:
    multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()

2. RPCs: client sends input to the server (any_peer, call_local)

func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("fire") and is_multiplayer_authority():
        request_fire.rpc_id(1)          # send only to the server (id 1)

# Clients may call this; it runs on the server (and locally if server is a player).
@rpc("any_peer", "call_local", "reliable")
func request_fire() -> void:
    var sender := multiplayer.get_remote_sender_id()
    if not _can_fire(sender):           # server-side validation
        return
    spawn_projectile.rpc(sender)        # tell everyone to spawn it

@rpc("authority", "call_local", "reliable")
func spawn_projectile(owner_id: int) -> void:
    _do_spawn(owner_id)

3. Per-node authority (each player controls their own avatar)

extends CharacterBody2D

func _ready() -> void:
    # The node name is the owning peer's id; that peer is the authority.
    set_multiplayer_authority(name.to_int())

func _physics_process(delta: float) -> void:
    if not is_multiplayer_authority():
        return                          # only the owner reads input & moves
    velocity = Input.get_vector("left", "right", "up", "down") * 200.0
    move_and_slide()

4. MultiplayerSynchronizer config (editor + replication)

# Add a MultiplayerSynchronizer child; in its Replication editor add the properties to
# sync (e.g. position, velocity). Set "Sync"/"Spawn" flags per property. From code you
# can scope visibility:
@onready var sync: MultiplayerSynchronizer = $MultiplayerSynchronizer

func _ready() -> void:
    # Only replicate this node to a specific peer (e.g. private info).
    sync.set_visibility_for(target_peer_id, true)

Pitfalls

  • RPC signature checksum. Every @rpc method in a script must exist with the same declaration on both client and server builds — even unused ones. A mismatch causes errors that may point at the wrong function. Argument names/count are not checked, but the set of RPCs and their annotations are.
  • Default @rpc is "authority". Clients calling it are ignored unless you set "any_peer". Use "call_local" so the host (also a player) runs it too.
  • NodePaths must match across peers. RPC routing uses the node's path/name; spawn nodes with identical names on all peers (use MultiplayerSpawner or add_child(node, true) for readable, deterministic names).
  • Trusting the client. Never let clients set authoritative state (health, position, hits) directly. Send intent, validate on the server, then broadcast results.
  • RPC on non-Node classes fails. @rpc methods must be on Node-derived classes, not plain Resource/RefCounted.
  • RPCs don't serialize Objects/Callables. Pass plain data (ints, strings, arrays, dictionaries, PackedArrays).
  • Forgetting to reset the peer. To disconnect cleanly, set multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new().
  • Android needs INTERNET permission in the export preset or all networking is blocked.

References

  • For MultiplayerSpawner setup, transfer modes/channels, SceneMultiplayer authentication (auth_callback/complete_auth), a lobby skeleton, and dedicated-server export notes, read references/replication-and-rpc.md.

Related skills

  • godot-nodes-scenes — instancing the scenes that get spawned/synced.
  • godot-signals-groups — connection signals and event flow.
  • godot-export — exporting a headless dedicated server build.