How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-multiplayerBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
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
- Create a peer (
ENetMultiplayerPeer), callcreate_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.
- Handle connection signals on
multiplayer:peer_connected(id),
peer_disconnected(id), connected_to_server, connection_failed, server_disconnected.
- Define RPCs with
@rpc(...). Call them on aCallableviarpc()(all peers) or
rpc_id(peer_id) (one peer). Inside, multiplayer.get_remote_sender_id() tells you who sent it.
- Keep RPC signatures identical on every peer that runs the script — Godot checksums
all @rpc methods in a script; mismatches break silently.
- Assign authority per node with
set_multiplayer_authority(id); gate input/RPCs by
is_multiplayer_authority().
- Replicate state with
MultiplayerSpawner(auto-instances scenes on clients) and
MultiplayerSynchronizer (auto-syncs selected properties).
- 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 (anypeer, calllocal)
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
@rpcmethod 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.
@rpcmethods must be onNode-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
MultiplayerSpawnersetup, 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.



