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Overview

Godot’s high-level multiplayer system provides tools for automatic synchronization, networked object spawning, and scene replication. This simplifies creating multiplayer games by handling common networking patterns automatically.
High-level multiplayer is implemented through SceneMultiplayer, the default MultiplayerAPI implementation.

Scene Replication

The MultiplayerSpawner and MultiplayerSynchronizer nodes automate networked object management:

MultiplayerSpawner

Automatically spawns and despawns objects across the network:
Use the peer ID as the node name for easy identification and authority management.

MultiplayerSynchronizer

Automatically synchronizes node properties across the network:

Custom Spawn Function

Control how objects are spawned:

Synchronized Properties

Property Replication

Configure which properties sync and how:

Visibility Filters

Control which peers see which objects:

Authority Transfer

Transfer authority of nodes between peers:

Spawn Limits and Pooling

Client-Side Prediction

Improve responsiveness with prediction:
Client-side prediction makes movement feel responsive even with network latency.

State Synchronization Patterns

Server-Authoritative Movement

Snapshot Interpolation

Best Practices

Let MultiplayerSpawner handle object creation and deletion across the network automatically.
Don’t sync every property. Only synchronize data that other players need to see.
Always check is_multiplayer_authority() before modifying synchronized objects.
Balance network traffic and responsiveness. Position might need 20 Hz, health might only need updates on change.
Always validate critical actions on the server to prevent cheating.

See Also

Networking Overview

Learn networking fundamentals and RPC system

Low-Level Networking

Understand underlying network implementations