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)orcreate_client(ip, port), and assign it tomultiplayer.multiplayer_peer. The server's unique ID is always1; 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) orrpc_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
@rpcmethods in a script; mismatches break silently. - Assign authority per node with
set_multiplayer_authority(id); gate input/RPCs byis_multiplayer_authority(). - Replicate state with
MultiplayerSpawner(auto-instances scenes on clients) andMultiplayerSynchronizer(auto-syncs selected properties). - Validate on the server. Don't trust client-reported positions/results.
Patterns
1. Host or join (ENet)
2. RPCs: client sends input to the server (any_peer, call_local)
3. Per-node authority (each player controls their own avatar)
4. MultiplayerSynchronizer config (editor + replication)
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
@rpcis"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
MultiplayerSpawneroradd_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 plainResource/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,SceneMultiplayerauthentication (auth_callback/complete_auth), a lobby skeleton, and dedicated-server export notes, readreferences/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.


