Up to date

This page is up to date for Godot 4.2. If you still find outdated information, please open an issue.

SceneMultiplayer

Inherits: MultiplayerAPI < RefCounted < Object

High-level multiplayer API implementation.

Description

This class is the default implementation of MultiplayerAPI, used to provide multiplayer functionalities in Godot Engine.

This implementation supports RPCs via Node.rpc and Node.rpc_id and requires MultiplayerAPI.rpc to be passed a Node (it will fail for other object types).

This implementation additionally provide SceneTree replication via the MultiplayerSpawner and MultiplayerSynchronizer nodes, and the SceneReplicationConfig resource.

Note: The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.

Note: When exporting to Android, make sure to enable the INTERNET permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.

Properties

bool

allow_object_decoding

false

Callable

auth_callback

Callable()

float

auth_timeout

3.0

int

max_delta_packet_size

65535

int

max_sync_packet_size

1350

bool

refuse_new_connections

false

NodePath

root_path

NodePath("")

bool

server_relay

true

Methods

void

clear ( )

Error

complete_auth ( int id )

void

disconnect_peer ( int id )

PackedInt32Array

get_authenticating_peers ( )

Error

send_auth ( int id, PackedByteArray data )

Error

send_bytes ( PackedByteArray bytes, int id=0, TransferMode mode=2, int channel=0 )


Signals

peer_authenticating ( int id )

Emitted when this MultiplayerAPI's MultiplayerAPI.multiplayer_peer connects to a new peer and a valid auth_callback is set. In this case, the MultiplayerAPI.peer_connected will not be emitted until complete_auth is called with given peer id. While in this state, the peer will not be included in the list returned by MultiplayerAPI.get_peers (but in the one returned by get_authenticating_peers), and only authentication data will be sent or received. See send_auth for sending authentication data.


peer_authentication_failed ( int id )

Emitted when this MultiplayerAPI's MultiplayerAPI.multiplayer_peer disconnects from a peer for which authentication had not yet completed. See peer_authenticating.


peer_packet ( int id, PackedByteArray packet )

Emitted when this MultiplayerAPI's MultiplayerAPI.multiplayer_peer receives a packet with custom data (see send_bytes). ID is the peer ID of the peer that sent the packet.


Property Descriptions

bool allow_object_decoding = false