--- name: multiplayer-sync description: Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation --- # 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 `Callable`s; 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 `replication_interval` for periodic full state and `delta_interval` for frequent change-only bursts. ### Visibility Filters (GDScript) ```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#) ```csharp // Only send updates to peers within 500 units of this object. public override void _Ready() { var sync = GetNode("MultiplayerSynchronizer"); sync.AddVisibilityFilter(Callable.From(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) ```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#) ```csharp // SyncedPlayer.cs using Godot; public partial class SyncedPlayer : CharacterBody2D { /// Sync interval in seconds. Exposed so designers can tune per object type. [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"); _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 - client_rtt/2 - interp_delay`) 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 - [ ] `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 using `Engine.get_physics_interpolation_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