P2P Multiplayer in Godot 4
Godot 4's high-level multiplayer API makes peer-to-peer sessions surprisingly approachable — if you know which pitfalls to dodge. This lesson walks you through establishing a WebRTC or ENet connection, synchronising player state with MultiplayerSynchronizer, and applying rollback-style prediction for low-latency fighting-game inputs. You'll leave with a working 2-player lobby you can extend into a full game.
WHAT YOU'LL LEARN
- ▸Configure ENet or WebRTC peers and handle connection/disconnection events cleanly
- ▸Use MultiplayerSynchronizer to sync position, velocity, and custom state properties
- ▸Implement input prediction and server reconciliation for a snappy feel even at 150ms ping
- ▸Separate authoritative server logic from client-side cosmetic interpolation
- ▸Handle host migration so a session survives when the original host leaves
INSTRUCTOR
Tomas built Fracture Protocol — a fast-paced 4-player tactical shooter — in Godot 4 with full P2P networking. He's been shipping multiplayer games for seven years and knows every edge case Godot's netcode hides.
GET FULL ACCESS
THIS LESSON + EVERYTHING ELSE
Unlock all lessons, project files, and community access. New lessons every week.
UNLOCK THIS LESSON — $29/MONTHSecure checkout · Cancel anytime · Instant access