Freelay
by FreehuntX | MIT
Freelay adds serverless multiplayer to Godot 4 using plain MQTT brokers. It provides public channels with cryptographically signed messages, end-to-end encrypted private peer sessions, and an optional upgrade to direct WebRTC connections—all without
Godot Freelay Serverless multiplayer for Godot 4 on top of plain MQTT brokers, implementing the Freelay protocol (see freelay-spec.md ): signed public channels, end-to-end encrypted private sessions, presence with tamper resistance, and an optional WebRTC
MQTT Node
by FreehuntX | MIT
This is a simple implementation of MQTT 3. It adds a node that can be used entirely without code and just visually! Just WS/WSS brokers are supported for cross-compatibility reasons (browser support). There are no plans/needs to add TCP/UDP
MQTT Node Overview A robust MQTT 3.1.1 client for Godot 4, written in pure GDScript and using WebSocket transport only ( ws / wss ). There are no plans to support raw TCP/UDP — WebSocket keeps it web-export friendly. The addon exposes an MqttNode node
Spatial Audio
by gotoAndPlay() | MIT
This demo project shows how to turn live voice streams provided by the SmartFoxServer 3 audio API into positional (3D) audio sources in a Godot scene
In this demo users can move their avatars in a simple 3D space using arrow keys, while their position and rotation are broadcast to the other clients through User Variables. Everyone's microphone is captured and streamed automatically on entering the
Buddy Voice Chat
by gotoAndPlay() | MIT
This demo project shows how to use SmartFoxServer audio API to add real‑time voice communication to a Godot application
Built on top of the SmartFoxServer 3 Buddy List system, this demo lets users manage a contact list and place one‑to‑one voice calls to online buddies, complete with call invitations, text chat, and mute controls. It demonstrates the full audio workflow
Shooter
by gotoAndPlay() | MIT
This demo project shows how to develop a full multiplayer realtime combat game with Godot and SmartFoxServer
This demo project shows how to develop a full multiplayer first/third person combat game with Godot and SmartFoxServer 3. The game utilizes SmartFoxServer 3's ability to mix TCP and UDP -based messaging. All critical game informations (shooting, animation
Tic-Tac-Toe
by gotoAndPlay() | MIT
This demo project shows how to develop a full multiplayer turn-based game with Godot and SmartFoxServer
This demo project shows how to develop a full multiplayer turn-based game with Godot and SmartFoxServer 3 by implementing the well-known paper-and-pencil game for two players. Nonetheless it also supports spectators, who can participate in the game and
Lobby Matchmaking
by gotoAndPlay() | MIT
This demo project, third in a series of three, shows how to use SmartFoxServer's match-making system to join players in games based on their skill level, and how to implement invitations to play
This demo project is the third one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the
Lobby Buddies
by gotoAndPlay() | MIT
This demo project, second in a series of three, leverages SmartFoxServer's Buddy List system to add more features to a lobby application: friends list, private chat, user profile and more
This demo project is the second one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the
Lobby Basics
by gotoAndPlay() | MIT
This demo project, first in a series of three, implements the basic structure of a lobby in a multiplayer game, showing how to launch and join games in SmartFoxServer, and also add an in-game chat
This demo project is the first one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the
Gamend SDK
by Apps In A Cup | MIT
Godot client for the Gamend Server (open source game server with authentication, user management, lobbies, server scripting, and admin portal)
Gamend Open source Elixir game server with authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting and an admin portal with HTTP, WebSocket, and WebRTC support and SDK for JS
Connector
by gotoAndPlay() | MIT
This demo project shows how to connect to SmartFoxServer 3 and complete the login process
This demo project shows how to setup and use the SmartFox client API object in order to establish a connection to SmartFoxServer and execute the login process. It also features the logic needed to activate SmartFoxServer's protocol cryptography. For more
Dynamic Split Screen Demo
by Godot Foundation | MIT
This sample project showcases an implementation of dynamic split screen, also called Voronoi split screen
This sample project showcases an implementation of dynamic split screen, also called Voronoi split screen. Language: Godot shader language and GDScript Renderer: Compatibility Details A dynamic split screen system displays a single screen when the two
xpTURN.Klotho
by xpTURN | Apache 2.0
Deterministic Unity & Godot framework for rollback, lockstep & server-authoritative multiplayer. Engine-agnostic pure C# core, FP64 fixed-point math, ECS, physics, navigation, and replays — frame-perfect, cross-platform reproducible
xpTURN.Klotho (Godot) Deterministic Multiplayer Simulation Framework for Godot (.NET) A deterministic-simulation framework supporting Client-Side Prediction (CSP), Rollback, Frame Synchronization, Server-Driven mode, and Replay. The simulation core is
netfox.extras
by Fox's Sake Studio | MIT
High-level, game-specific extras for netfox
High-level, game-specific extras for netfox! Features 🔫 Networked weapons ⌨️ Rollback-aware base class for input Make sure to check the rest of the addons
netfox.noray
by Fox's Sake Studio | MIT
Bullet-proof connectivity over the internet, using NAT punchthrough or relaying - no more port forwarding or messing with routers
Bulletproof your connectivity with netfox's noray integration! Features 🤝 Establish connectivity using NAT punchthrough Uses noray for orchestration Implements a full UDP handshake 🛜 Use noray as a relay Useful in cases where NAT punchthrough fails If you
Photon Fusion - Multiplayer SDK
by Photon | Photon License
Photon Fusion is a state-replication multiplayer SDK for Godot that supports Shared-Authority, Client-Host, and Dedicated Server topologies. Fusion combines full-consistency state transfer, forecast physics prediction, late-joining, RPCs, and interest
Photon Fusion is a state-sync multiplayer SDK that simplifies networking best practices and brings advanced features of modern AAA multiplayer games to Godot. Fusion gives teams a single SDK that can cover co-op friendslop, physics-driven games, massive
SpacetimeDB Godot SDK
by plaught-armor | MIT
A GDScript SDK for integrating Godot Engine with SpacetimeDB, enabling real-time data synchronization and server interaction directly from your Godot client, with full codegen support
SpacetimeDB Client SDK for Godot (GDScript) A pure-GDScript client for SpacetimeDB. Talk to a SpacetimeDB module from standard Godot 4.7 — no .NET / Mono build required — and export to web via the Compatibility renderer. Features Typed bindings, generated
Steam or Local Multiplayer Lobby Template
by Viitox | MIT
A project template for creating and joining multiplayer games using Steam or via local network
What is it? This is a project template that lets you joing multiplayer lobbies via peer-to-peer connection using Steam or IP address. Usage Steam (Make sure you have the Steam app open!) Hosting: To Host a Steam lobby simply press "Host Online", you can
Multiplayer Lobby System
by tngklp | MIT
A ready-to-use, server-authoritative multiplayer lobby system, built on ENet
Multiplayer Lobby System A ready-to-use, server-authoritative multiplayer lobby system, built on ENet. Drop it into any project and get lobby creation, lobby joining by code, player ready states, host transfer, kick/ban, and automatic host migration
Rollback Netcode
by Snopek Games | MIT
An addon for implementing rollback and prediction netcode
An addon for implementing rollback and prediction netcode! Beyond the basics (gathering input, saving/loading state, sending messages, detecting mismatches, etc) this library aims to provide support for many of the other aspects of implementing rollback
Photon Realtime GDExtension
by adsk-dev | MIT
Native C++ plugin for Godot (4.3+ branch) that integrates Photon Realtime (LoadBalancing) through GDExtension technology
Photon Realtime GDExtension Native C++ plugin for Godot (4.3+ branch) that integrates Photon Realtime (LoadBalancing) through GDExtension technology. Installation Instructions Download the Release archive and extract the photon folder into your Godot
Wavedash SDK
by Wavedash | Apache 2.0
Godot Engine plugin that enables publishing your game to Wavedash
Open source Godot Engine plugin that enables publishing your game to Wavedash Supports Godot 4.x SDK features include: Leaderboards Lobbies Achievements and Stats P2P Multiplayer Cloud Saves User Generated Content In game purchases Documentation https
Ezcha Network
by Ezcha LLC | MIT
Free online services that are quick & easy to implement
Ezcha Network for Godot 4 This plugin enables developers to quickly and easily add online multiplayer, lobbies, trophies, leaderboards, cloud saves, and more to their games. These features are all free and powered by Ezcha Network, a small (but quickly
Epic Online Services Godot (EOSG)
by Delano Lourenco | MIT
Easiest way to use Epic Online Services in Godot 4.2+ (EOSG) (includes demo project)
Easiest way to use Epic Online Services in Godot 4.2+ (EOSG) (includes demo project) Supports Windows, Linux, Mac, iOS and Android. Docs: https://3ddelano.github.io/epic-online-services-godot/ New High Level EOS -High level EOS provides easy to use
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