Common Patterns

Common multiplayer state machine patterns

These patterns help you structure networked state machines effectively.

Player State Machine

For player-controlled characters:

Start Node [Run on Owner]
โ””โ”€ Input Trigger [Run on Owner]
    โ””โ”€ Movement Actions [RPC to All]

Breakdown

Node
Run On
Reason

Start

Owner

Initialize only for controlling player

Input Trigger

Owner

Only the owner reads input

Movement Actions

RPC to All

All clients see the movement

AI State Machine

For server-authoritative AI:

Start Node [Run on Master]
โ””โ”€ AI Decision [Run on Master]
    โ””โ”€ AI Actions [RPC to All]

Breakdown

Node
Run On
Reason

Start

Master

AI runs on server only

AI Decision

Master

Server makes all AI decisions

AI Actions

RPC to All

All clients see AI behavior

Shared Game Logic

For game-wide state (lobby, match state):

Breakdown

Node
Run On
Reason

Start

Master

Server controls game flow

Game State Changes

RPC to All

Sync state to all clients

UI Updates

Run on All

Each client updates their own UI

Hybrid Pattern

Combine local and networked behavior:

This pattern plays a sound only for the interacting player while syncing the actual game state change.

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