Godot Multiplayer Server Structure Tutorial | Godot Dedicated Server #2



In this Godot Multiplayer Tutorial, I will teach you how to organize the functions on your server in a maintainable and manageable way. This is crucial to speed up the development of your game and to keep your game up-to-date and bug-free, after launch.

0:00 Intro
00:18 Quick Recap
01:18 Manageability and Maintainability
02:10 Client-Side
03:01 Server-Side
04:24 Structure Method 1
06:48 Structure Method 2
08:09 Server Performance
10:32 Server-to-Client Structure
14:09 Speeding Up the Production Pipeline
15:07 More on Port Numbers
17:45 Channel Memberships
18:16 Next Video Announcement

Watch part 1:

Or the entire playlist:

In this second part of the Godot Multiplayer Server Tutorial series, we will deep dive into the structure, but also look back at some valuable community feedback and questions from part 1. After this Godot tutorial, with the connection set up in episode one, and a structure in place. We are ready to start adding functionality to the server.

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24 thoughts on “Godot Multiplayer Server Structure Tutorial | Godot Dedicated Server #2

  1. Hi Stefan, sorry to be a pain… I've been trying to get my game working across computers. Using the local IP address of my Pc I am able to use the Pc as the server and my laptop as the client. However when I try running the game on my android phone and connecting to the server (my phone is connected to the same wifi network) it can't connect to the server. Do you know why this is? Is there something extra / different required for android to connect? Thank you.

  2. I would like to state how fortunate I was to find this channel. I've heard about notions of coupling, cohesion, managebility and other things like that but never found a channel or article that seemed to teach or even use these notions. By watching your videos I managed to clear lots of doubts about what a professional, well-organized program looks like, also, take my respect for making it free.

    I'm currently working on a co-op game, my plan is to make it somewhat based on progression so I need it not to be so easy to manipulate. Problem is, it would be optimal if there's no dedicated server at all and people could run their own locally, maybe even inside the client. Are there any ways to make it harder to manipulate the archives locally?

  3. I love your work and I am finding this tutorial series both interesting and important to learn for my game dev work. However I just wanted to know if I am going in the right direction as far as tutorial vids. I have a mobile game I am working on, and I want it to be multiplayer online. What I am looking for is how to display two player from different mobile devices in the same world, where they can interact with each other and see themselves moving around. An Example is like the popular mobile game called Among Us. Will I get to that point if I continue with this series(I still plan to finish this series) or is there a different series I should look at?

  4. Method 2 seems more intuitive for me !! Thank you a lot for those videos, it's the best channel in the YouTube about game development.
    But I dont understand, Method 2 is worse? Because it will mess up the order of Server in the "Remote"?

  5. These tutorials are extremely well done! Thank you sooo much for your efforts!
    I started working on my multiplayer game more than one year ago and now wish that I had these tutorials before. Even now I learned a lot that helps me developing more cleanly!

  6. How does this not have more views? Doesn't even show up when I search for Godot multiplayer or netcode tutorials. These two videos so far were pretty much exactly what I needed, it explained everything that was keeping me confused with other tutorials.

  7. If I'm not mistaken, the port given on the client side is the port the server is listening on, not the client local port which is chosen randomly. This means that choosing a port is easy because you just have to make sure it is not already in use on the server without having to care about what each user will run on his machine at the same time as the game.

  8. i have question teacher , if you play mmorpg game always have channel from 1 to 5 or more and u can move from 1 to 5 and u cant see ur friend in other channel
    can tell me please how working this channel

    thankyou for Tutorial im really enjoy

  9. @17:00 For instanced of peer to peer I recommend putting in setup features to change the port, in the case of a hosted server, as long as you stay away from the <1024, you should be fine, just keep track of any others you may need as well for clients to access. The outbound and inbound are completely different from each other and outbound is not blocked by typical users, you actually need to know what you are doing before you attempt to start blocking outbound. Since you will be owning the server and IP, you will be in charge of the router configuration and unless there is a multi-team, you should know what ports are used for what. In the case of a VPS you might need to work this out if it is a shared IP from that service but that is rare.

    Also, keep in mind if you are running a webserver I recommend using port 80 for http or 8080 for https, you do not have too but browsers default to those ports and your customers would have to add a port number if they differ from the norm.

  10. Big thanks! What about steam integration in the future? like a ability to connect through friends list, or its P2P only feature? Please dont

    don't take this as strong suggestion, i am really happy with this series anyway. It is rare to find such a detailed description architecture, principles of multiplayer game in specific game engine.I do not see a problem that they come out once a week, because a serious game has been done for more than one week

  11. Just finished it, now I have to wait 5 days for the next one 😡 I can't wait that long I'm too excited to keep learning Enet but I can't find another tutorial as good as urs on yt 😔

  12. What made you choose ENet? I have looked at other options/solutions and can't find a clear winner:
    1. Microsoft Playfab(can be combined with Azure Functions). Free for <100k users
    2. AWS Gamelift (1 year free)
    3. Epic Online Services (no authenticated server, only per-to-per)
    4. Nakama. GDquest have a tutorial.

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