I will add real time multiplayer networking to your godot project


Level 1
About this gig
Hello amazing buyers, welcome to my Gig description
I understand your single-player Godot game works, so ading multiplayer shouldn't feel like rebuilding the engine from scratch.
I'm Olly, a professional and experienced developer, i will help you build Godot 4 multiplayer layer so you can focus on gameplay instead of packet debugging. If you need a quick 2 player LAN setup, a synced co op foundation, or a Steam-ready build with lobbies and relay servers I'll build it clean, document it, and hand it back in a state your team can actually extend.
What you get:
- ENet, WebSocket, or WebRTC transport configured for your target platform
- MultiplayerSpawner + MultiplayerSynchronizer set up for your player scenes
- rpc calls for actions, chat, or game events
- Disconnect handling, host migration, or dedicated server architecture
- HTML5 export compatibility if you're targeting web
- Code that's commented like I want my future
If you're ready to stop fighting the network and start playtesting, contact me with your project details I'll tell you exactly what tier fits and why
Get to know Olly
Godot Game Developer for your Gameplay Systems, UI and Bug Fixing
Level 1
- FromBrazil
- Member sinceMay 2026
- Avg. response time1 hour
- Last delivery3 days
Languages
English
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FAQ
My game isn't made yet. Can you still help?
Yes, if you have a design doc or even a rough idea, I can architect the networking layer from the ground up so you don't paint yourself into a corner later
What's the difference between ENet and WebSocket?
ENet (UDP) is faster and better for action games. WebSocket (TCP) is required for HTML5/browser builds. I'll recommend the right one based on your platform
How many players can this handle?
Godot's built-in multiplayer handles 2–8 players smoothly per session. For 40+ concurrent users or MMO-scale, we need to talk about dedicated servers or third-party backends, message me first.
Do you work with C# or only GDScript?
Primarily GDScript for the networking layer since that's where Godot's multiplayer API shines. C# is possible but adds complexity, let's discuss if that's your stack

