Inherits: WebSocketMultiplayerPeer < NetworkedMultiplayerPeer < PacketPeer < Reference < Object

Category: Core

Brief Description

A WebSocket client implementation

Member Functions

Error connect_to_url ( String url, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false )
void disconnect_from_host ( )


  • connection_closed ( )

Emitted when the connection to the server is closed.

  • connection_error ( )

Emitted when the connection to the server fails.

  • connection_established ( String protocol )

Emitted when a connection with the server is established, protocol will contain the sub-protocol agreed with the server.

  • data_received ( )

Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.

Member Variables

  • bool verify_ssl - Enable or disable SSL certificate verification. Note: You must specify the certificates to be used in the project settings for it to work when exported.


This class implements a WebSocket client compatible with any RFC 6455 complaint WebSocket server.

This client can be optionally used as a network peer for the MultiplayerAPI.

After starting the client (connect_to_url), you will need to NetworkedMultiplayerPeer.poll it at regular intervals (e.g. inside Node._process).

You will received appropriate signals when connecting, disconnecting, or when new data is available.

Member Function Description

Connect to the given URL requesting one of the given protocols as sub-protocol.

If true is passed as gd_mp_api, the client will behave like a network peer for the MultiplayerAPI. Note: connnections to non Godot servers will not work, and data_received will not be emitted when this option is true.

  • void disconnect_from_host ( )

Disconnect from the server if currently connected.