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multiplayer-sync

multiplayer-sync

github.com/jame581Development889165 installsUpdated 4d ago
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About multiplayer-sync

A multiplayer synchronization skill for Godot 4.3+ developers, covering MultiplayerSynchronizer property replication, interpolation, and bandwidth tuning. It also explains client prediction, lag compensation, and trade-offs between synchronizing state and inputs.

Key features

  1. 01MultiplayerSynchronizer property replication
  2. 02Full and delta synchronization
  3. 03Remote state interpolation
  4. 04Client prediction and lag compensation
  5. 05Bandwidth tuning and sync model choices

Use cases

  1. 01Synchronizing player position, velocity, and health
  2. 02Reducing visual jumps for remote players
  3. 03Adding prediction and hit validation to fast-paced games

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/jame581/godotprompter --skill multiplayer-sync

After installing, type/multiplayer-syncin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
bandwidth-optimization.md
client-prediction.md
interpolation.md
lag-compensation.md

Details

From the project README

Multiplayer Synchronization in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: multiplayer-basics for ENet setup, RPCs, and authority model, dedicated-server for headless export and deployment, physics-system for physics interpolation and RigidBody synchronization.


1. MultiplayerSynchronizer

MultiplayerSynchronizer is Godot's built-in node for replicating properties across the network. Add it as a child of the node whose state you want to share.

What It Does
  • Sends property values from the authority peer to all others at a configured interval
  • Supports both delta sync ("On Change" properties, sent reliably when changed) and full sync ("Always" properties, sent unreliably every interval)
  • Allows visibility filters to control which peers receive updates
Replication Config in the Editor
  1. Select the MultiplayerSynchronizer node in the scene tree.
  2. In the Inspector, open Replication and click Add Property.
  3. Pick the parent node path and property name (e.g. position, velocity).
  4. Set Sync (send every interval) or Spawn (send only on spawn) per property.
  5. Set the Replication Interval (seconds). 0 means every network process frame (the multiplayer API polls once per process frame, not per physics tick).
Key Properties
PropertyDescription
replication_intervalSeconds between full sync updates. 0 (default) = every network process frame
delta_intervalSeconds between delta sync updates. 0 (default) = every network process frame
public_visibilityWhen true, updates go to all peers (default)
add_visibility_filter(callable)Method, not a property: adds a Callable that takes a peer ID and returns true if that peer should receive updates
Delta vs Full Sync
ModeHow It WorksBest For
Full syncSends every "Always" property every replication_interval, unreliablyContinuously changing values (position, velocity)
Delta syncSends the "On Change" properties that changed, every delta_interval, reliablyValues that change rarely but must arrive (health, state)

Each property uses one mode, so the two intervals govern different property sets — replication_interval is not a full-state refresh of the "On Change" properties.

Visibility Filters (GDScript)
# Only send updates to peers within 500 units of this object.
func _ready() -> void:
    $MultiplayerSynchronizer.add_visibility_filter(_is_peer_in_range)

func _is_peer_in_range(peer_id: int) -> bool:
    var peer_player := _get_player_node(peer_id)
    if peer_player == null:
        return false
    return global_position.distance_to(peer_player.global_position) <= 500.0
Visibility Filters (C#)
// Only send updates to peers within 500 units of this object.
public override void _Ready()
{
    var sync = GetNode<MultiplayerSynchronizer>("MultiplayerSynchronizer");
    sync.AddVisibilityFilter(Callable.From<int, bool>(IsPeerInRange));
}

private bool IsPeerInRange(int peerId)
{
    var peerPlayer = GetPlayerNode(peerId);
    if (peerPlayer is null)
        return false;
    return GlobalPosition.DistanceTo(peerPlayer.GlobalPosition) <= 500.0f;
}

2. Property Synchronization

What to Sync

Sync the minimal state needed to reconstruct the visual on remote peers. Typical properties:

PropertyTypeNotes
positionVector2 / Vector3Core transform — sync every frame or use interpolation
velocityVector2 / Vector3Helps remote prediction stay ahead of position snaps
healthint / floatSync reliably on change; delta sync is ideal
animation_stateString / intSync on change; use an enum int to save bandwidth
is_crouchingboolLow-change boolean; delta sync or RPC on change
Synced Player (GDScript)
# synced_player.gd
extends CharacterBody2D

## Sync interval in seconds — exposed so designers can tune per object type.
@export var sync_interval: float = 0.05  # 20 Hz

@export var speed: float = 200.0

# These properties are listed in the MultiplayerSynchronizer replication config.
var synced_position: Vector2 = Vector2.ZERO
var synced_velocity: Vector2 = Vector2.ZERO
var synced_health: int = 100
var synced_anim: int = 0  # 0 = idle, 1 = run, 2 = jump

@onready var _sync: MultiplayerSynchronizer = $MultiplayerSynchronizer


func _ready() -> void:
    _sync.replication_interval = sync_interval
    # Only the authority (owner) drives movement.
    set_physics_process(is_multiplayer_authority())


func _physics_process(_delta: float) -> void:
    # Authority: write canonical state so MultiplayerSynchronizer can replicate it.
    synced_position = global_position
    synced_velocity = velocity
    synced_anim     = _compute_anim_state()
Synced Player (C#)
// SyncedPlayer.cs
using Godot;

public partial class SyncedPlayer : CharacterBody2D
{
    /// <summary>Sync interval in seconds. Exposed so designers can tune per object type.</summary>
    [Export] public float SyncInterval { get; set; } = 0.05f; // 20 Hz

    [Export] public float Speed { get; set; } = 200.0f;

    // These properties are listed in the MultiplayerSynchronizer replication config.
    public Vector2 SyncedPosition { get; set; } = Vector2.Zero;
    public Vector2 SyncedVelocity { get; set; } = Vector2.Zero;
    public int SyncedHealth { get; set; } = 100;
    public int SyncedAnim   { get; set; } = 0; // 0=idle, 1=run, 2=jump

    private MultiplayerSynchronizer _sync = null!;

    public override void _Ready()
    {
        _sync = GetNode<MultiplayerSynchronizer>("MultiplayerSynchronizer");
        _sync.ReplicationInterval = SyncInterval;
        SetPhysicsProcess(IsMultiplayerAuthority());
    }

    public override void _PhysicsProcess(double delta)
    {
        // Authority: write canonical state for replication.
        SyncedPosition = GlobalPosition;
        SyncedVelocity = Velocity;
        SyncedAnim     = ComputeAnimState();
    }

    private int ComputeAnimState()
    {
        if (!IsOnFloor()) return 2;
        return Velocity.Length() > 1f ? 1 : 0;
    }
}

3. Interpolation

MultiplayerSynchronizer updates target properties at sync intervals (e.g., 30 Hz), but rendering runs at frame rate (60+ Hz). Without interpolation, remote players appear to teleport between snapshots. The fix: on each synchronized signal keep the previous and the new position, and lerp between them in _process by the time elapsed since the update divided by the sync interval; a timestamped snapshot buffer (render ~100 ms behind) is the more robust version.

See references/interpolation.md for the full GDScript and C# previous/current-snapshot interpolation (synchronized signal, elapsed-time lerp in _process).


4. Client-Side Prediction

For local-player responsiveness: predict movement immediately on client, send input to server, reconcile when server snapshot arrives. If server diverges from client prediction beyond a threshold, snap; otherwise smoothly lerp the correction over 100-200 ms.

See references/client-prediction.md for the full predict-and-reconcile pattern (input ring buffer, server reconciliation, replay) in GDScript + C#.


5. Lag Compensation

For hit-scan weapons in fast-paced games: when the server validates a hit, it rewinds the world state to the client's view-time (now - client_rtt/2 - interp_delay) and tests the hit against that historical state.

See references/lag-compensation.md for the snapshot-history pattern, view-time calculation, and a hit-scan validator in GDScript + C#.


6. State vs Input Synchronization

Choose the synchronization model that fits your game's needs:

FactorSync StateSync Inputs
What is sentCurrent property values (position, health, etc.)Player input actions each frame
Who simulatesAuthority only; others receive resultsAll peers run the same simulation
Determinism requiredNoYes — every peer must produce identical output from the same inputs
BandwidthHigher — full state sent each intervalLower — small input structs per frame
ResponsivenessLower — non-authority peers wait for next sync tickHigher — local prediction is trivial when deterministic
ComplexityLower — no reconciliation loopHigher — requires deterministic physics, fixed-point math, or lockstep
Best forAction games, shooters, most real-time gamesFighting games, RTS, turn-based, simulation games
Lag compensation neededYes, for hit detectionUsually not — all peers are in sync

Hybrid approach (most real-time games): sync inputs for the local player's character (enabling prediction), sync state for all other objects and game events.


7. Bandwidth Optimization

Four levers: sync only changed properties (replication-config flag per property), quantize floats (components as 16-bit centimetres instead of floats — RPC arguments and synced properties compress ints to 1/2/4/8 bytes plus a type byte, so a 16-bit int costs 3 bytes against 8 for a float), distance-based sync rate (far-away objects sync at 5 Hz, close at 30 Hz), and channel selection (reliable for state changes that must arrive, unreliable for position streams that get superseded).

See references/bandwidth-optimization.md for full GDScript + C# recipes for each lever, plus the reliable-vs-unreliable channel decision tree.


8. Implementation Checklist

  • MultiplayerSynchronizer is a direct child of the node it replicates
  • Only the authority peer writes to synced properties; others are read-only
  • set_multiplayer_authority() is called at spawn time with the correct peer ID
  • replication_interval and delta_interval are tuned for the object's update rate
  • Remote player visuals use interpolation in _process, not _physics_process
  • Interpolation stores previous and current state and blends by the time since the last update (not Engine.get_physics_interpolation_fraction(), which tracks physics ticks, not network updates)
  • Client-side prediction is applied only to the local player's own character
  • Pending input buffer is bounded (max ~128 ticks) to prevent memory growth
  • Reconciliation threshold prevents jitter from micro-corrections
  • Position and velocity use unreliable RPC; state changes use reliable
  • Float quantization is applied before sending position data over the network
  • Lag compensation snapshot history is pruned each tick to a bounded window
  • Server validates all hit detection; clients never self-report kills
  • Distance-based sync rate reduces bandwidth for far-away objects

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