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MultiplayerAPI

Inherits: RefCounted < Object

Inherited By: MultiplayerAPIExtension, SceneMultiplayer

High-level multiplayer API interface.

Description

Base class for high-level multiplayer API implementations. See also MultiplayerPeer.

By default, SceneTree has a reference to an implementation of this class and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole scene.

It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the SceneTree.set_multiplayer method, effectively allowing to run both client and server in the same scene.

It is also possible to extend or replace the default implementation via scripting or native extensions. See MultiplayerAPIExtension for details about extensions, SceneMultiplayer for the details about the default implementation.

Properties

MultiplayerPeer

multiplayer_peer

Methods

MultiplayerAPI

create_default_interface ( ) static

StringName

get_default_interface ( ) static

PackedInt32Array

get_peers ( )

int

get_remote_sender_id ( )

int

get_unique_id ( )

bool

has_multiplayer_peer ( )

bool

is_server ( )

Error

object_configuration_add ( Object object, Variant configuration )

Error

object_configuration_remove ( Object object, Variant configuration )

Error

poll ( )

Error

rpc ( int peer, Object object, StringName method, Array arguments=[] )

void

set_default_interface ( StringName interface_name ) static


Signals

connected_to_server ( )

Emitted when this MultiplayerAPI's multiplayer_peer successfully connected to a server. Only emitted on clients.


connection_failed ( )

Emitted when this MultiplayerAPI's multiplayer_peer fails to establish a connection to a server. Only emitted on clients.


peer_connected ( int id )

Emitted when this MultiplayerAPI's multiplayer_peer connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).


peer_disconnected ( int id )

Emitted when this MultiplayerAPI's multiplayer_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.


server_disconnected ( )

Emitted when this MultiplayerAPI's multiplayer_peer disconnects from server. Only emitted on clients.


Enumerations

enum RPCMode:

RPCMode RPC_MODE_DISABLED = 0

Used with Node.rpc_config to disable a method or property for all RPC calls, making it unavailable. Default for all methods.

RPCMode RPC_MODE_ANY_PEER = 1

Used with Node.rpc_config to set a method to be callable remotely by any peer. Analogous to the @rpc("any_peer") annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.

RPCMode RPC_MODE_AUTHORITY = 2

Used with Node.rpc_config to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the @rpc("authority") annotation. See Node.set_multiplayer_authority.


Property Descriptions

MultiplayerPeer multiplayer_peer

The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with is_server) and will set root node's network mode to authority, or it will become a regular client peer. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to Mul