Networking

Build multiplayer and networked experiences

Create multiplayer experiences by implementing networking and synchronization between players. This section covers serverless peer-to-peer sync, the native Multiplayer Server, and direct API/WebSocket connections.

Approaches

Approach Best for Complexity
Serverless Multiplayer Simple shared scenes, no incentive to cheat Low
Multiplayer Server Competitive games, anti-cheat, server-validated state Medium
Network Connections Fetching external data, REST APIs, WebSockets Low–Medium
Third Party Servers REST APIs, WebSockets, Colyseus, hybrid approaches Medium

Multiplayer Server

The native SDK Multiplayer Server lets you write one TypeScript codebase that runs on both client and a headless server process. The server validates all state changes and is the single source of truth for all players.

Use this when players have an incentive to cheat: the server reads verified player positions and blocks any client from modifying server-owned state.

→ Multiplayer Server

Serverless Multiplayer

The simplest option: mark entities as synced or send MessageBus messages between players directly, with no server required. State is not persisted when all players leave.

→ Serverless Multiplayer

Network Connections

Connect your scene to external REST APIs or WebSocket servers to fetch live data, post scores, or integrate with third-party services.

→ Network Connections