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
TheMultiplayerSpawner and MultiplayerSynchronizer nodes automate networked object management:
MultiplayerSpawner
Automatically spawns and despawns objects across the network: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
Use spawners for dynamic objects
Use spawners for dynamic objects
Let MultiplayerSpawner handle object creation and deletion across the network automatically.
Synchronize only what's needed
Synchronize only what's needed
Don’t sync every property. Only synchronize data that other players need to see.
Use appropriate update rates
Use appropriate update rates
Balance network traffic and responsiveness. Position might need 20 Hz, health might only need updates on change.
Validate on server
Validate on server
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