jame581/godotprompter

multiplayer-sync

Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation

First seen Apr 23, 2026

Installation

$ npx skills add jame581/godotprompter --skill multiplayer-sync

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Repository health

Stars 685
License LICENSE
Default branch master
Open issues 1
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 10,659 B
  • docs SUMMARY.md 141 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 89 installs

SKILL.md

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 (only changed values) and full sync (all values every tick)
  • 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 physics frame.

Key Properties

Property Description
replication_interval Seconds between full sync updates. 0 = every physics frame
delta_interval Seconds between delta sync updates. 0 = disabled
public_visibility When true, updates go to all peers (default)
visibility_filters Array of Callables; each returns true if a peer should receive updates

Delta vs Full Sync

Mode How It Works Best For
Full sync Sends all configured properties every replication_interval Simple objects, low property count
Delta sync Sends only properties that changed since last sync, every delta_interval Objects with many properties that change infrequently

Use both together: set replicationinterval for periodic full state and deltainterval for frequent change-only bursts.

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>(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:

Property Type Notes
position Vector2 / Vector3 Core transform — sync every frame or use interpolation
velocity Vector2 / Vector3 Helps remote prediction stay ahead of position snaps
health int / float Sync reliably on change; delta sync is ideal
animation_state String / int Sync on change; use an enum int to save bandwidth
is_crouching bool Low-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: store position snapshots with timestamps and lerp in _process toward the latest snapshot using a small offset (interpolation buffer ~100 ms).

See [references/interpolation.md](references/interpolation.md) for the full GDScript and C# interpolation buffer pattern (snapshot ring, latest-snapshot interpolation, render-time lerp).


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](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 - clientrtt/2 - interpdelay) and tests the hit against that historical state.

See [references/lag-compensation.md](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:

Factor Sync State Sync Inputs
What is sent Current property values (position, health, etc.) Player input actions each frame
Who simulates Authority only; others receive results All peers run the same simulation
Determinism required No Yes — every peer must produce identical output from the same inputs
Bandwidth Higher — full state sent each interval Lower — small input structs per frame
Responsiveness Lower — non-authority peers wait for next sync tick Higher — local prediction is trivial when deterministic
Complexity Lower — no reconciliation loop Higher — requires deterministic physics, fixed-point math, or lockstep
Best for Action games, shooters, most real-time games Fighting games, RTS, turn-based, simulation games
Lag compensation needed Yes, for hit detection Usually 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 (Vector3 components in mm not floats — 16-bit cuts bytes by 2×), 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](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
  • setmultiplayerauthority() is called at spawn time with the correct peer ID
  • replicationinterval and deltainterval 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 using Engine.getphysicsinterpolation_fraction()
  • 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