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Freelay 0

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 0

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 0

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 0

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 0

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 0

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 0

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 0

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 0

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

Connector 0

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

WebSocket Multiplayer Demo 0

by Godot Foundation | MIT

This is a sample showing how the use WebSockets along with the Multiplayer API in Godot

This is a sample showing how the use WebSockets along with the Multiplayer API in Godot. Language: GDScript Renderer: Compatibility

WebSocket Minimal Demo 0

by Godot Foundation | MIT

This is a minimal sample of connecting two peers to each other using WebSockets

This is a minimal sample of connecting two peers to each other using WebSockets. Language: GDScript Renderer: Compatibility

WebSocket Chat Demo 0

by Godot Foundation | MIT

This is a demo of a simple chat implemented using WebSockets, showing both how to host a websocket server from Godot and how to connect to it

This is a demo of a simple chat implemented using WebSockets, showing both how to host a websocket server from Godot and how to connect to it. Language: GDScript Renderer: Compatibility

WebSocket Signaling Demo 0

by Godot Foundation | MIT

A WebSocket networking demo divided in 4 parts: server written in GDScript, `server_node` written in Node.js (for matchmaking purposes), client written in GDScript and a demo project

This demo is divided in 4 parts: The server folder contains the signaling server implementation written in GDScript (so it can be run by a game server running Godot) The server_node folder contains the signaling server implementation written in Node.js (

WebRTC Minimal Demo 0

by Godot Foundation | MIT

This is a minimal sample of using WebRTC connections to connect two peers to each other

This is a minimal sample of using WebRTC connections to connect two peers to each other. Note You must extract the latest version of the WebRTC GDExtension plugin in the project folder to run from desktop. Language: GDScript Renderer: Compatibility

Pong Multiplayer Demo 0

by Godot Foundation | MIT

A multiplayer implementation of the classic pong game

A multiplayer implementation of the classic pong game. One of the players should press Host, while the other should type in the host's IP address and press Join. Language: GDScript Renderer: Compatibility Note The non-multiplayer version is available here

Multiplayer Bomber Demo 0

by Godot Foundation | MIT

A multiplayer implementation of the classic bomberman game

A multiplayer implementation of the classic bomberman game. One of the players should press Host, while other player(s) should type in the host's IP address and press Join. Language: GDScript Renderer: Compatibility

Pong Multiplayer with C# Demo 0

by Godot Foundation | MIT

A multiplayer demo of Pong. One player presses "host". The other presses "join". This only works locally

A multiplayer demo of Pong. One player presses "host". The other presses "join". This only works locally. Language: C# Renderer: Compatibility Note There is a GDScript version available here

WebRTC plugin 0

by Fabio Alessandrelli | MIT

WebRTC implementation for Godot native platforms

The webrtc-native extension enables WebRTC datachannel support on desktop and mobile platforms via the built-in classes WebRTCPeerConnection , WebRTCDataChannel and WebRTCMultiplayerPeer . See WebRTC minimal demo or signalling demo for examples

WebRTC Piggyback 0

by Jounce Studios | MIT

This addon provides a simple interface for creating P2P WebRTC connections without the need of a signaling server. Instead, this plugin relies on existing distributed networks, and currently supports WebTorrent trackers or Nostr relays for establishing

godot-piggyback Serverless WebRTC matchmaking for Godot - perfect as a "set-and-forget" solution for game jams. This package signals peers by piggybacking off existing distributed networks, requiring no dedicated matchmaking server. It defaults to Nostr

Photon Fusion - Multiplayer SDK 0

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 0

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 2

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

C3 HTTP Request (C3Http) 1

by C3 Designs LLC | MIT

C3Http is a lightweight nodeless replacement for HTTPRequest. It offers significant improvements in ergonomics, performance, and testability

C3 HTTP Request (C3Http) C3Http is a lightweight nodeless replacement for HTTPRequest . It offers significant improvements in ergonomics, performance, and testability. Full documentation Here is a complete working example of how to use C3Http in a script

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