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]
โโ Input Trigger [Run on Owner]
โโ Movement Actions [RPC to All]Breakdown
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]
โโ AI Decision [Run on Master]
โโ AI Actions [RPC to All]Breakdown
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
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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