• Networked multiplayer• Lobbies• Fetch lobbies• API reference

Networked multiplayer

On Gotm your players can connect to each other using NetworkedMultiplayerENet or PacketPeerUDP without plugins or port-forwarding. Players connect through a unique invitation link that is generated when a player hosts a game. Try it out!

Press "Host" to generate an invitation link. Join the game by entering the link in a new browser window and pressing "Join".

The above game example uses NetworkedMultiplayerENet to connect players in a shared drawing session. See the source code for more details.

Get started

You can quickly get started by downloading the example project. The web player is recommended for testing your game on Gotm without having to sign in.

1. Generate invitation link

When you call NetworkedMultiplayerENet.create_server or PacketPeerUDP.listen Gotm automatically generates an invitation link. The link is shown in a popup, so it can easily be copied and shared with other players.

var peer =

2. Accept invitation

Accept the invitation by entering the link in another browser window. You can now connect to the host using NetworkedMultiplayerENet.create_client or with your custom PacketPeerUDP code.

var peer =
peer.create_client("", 8070)

3. (Optional) Find the host

All players that have accepted the invitation have joined a shared virtual local network. This allows your game to send and receive RPC commands and packets to these players using methods like Node.rpc or PacketPeerUDP.put_packet. You can read more about Godot's networking and RPC commands here.

The easiest way to connect to the host is by using the special address:

var peer =
peer.create_client("", 8070)

This address always points to the player that created the invitation link. If you want to manually discover hosts with custom PacketPeerUDP broadcasting, that works too:

var peer =
peer.set_broadcast_enabled(true) ## Only needed for 3.2 or later.
peer.set_dest_address("", 8070)
peer.put_var("Sent to all players in network.")

Note: To send a packet to yourself with PacketPeerUDP you can use localhost instead of