Questions about lobbies and multiplayer

Hi everyone,
I’d like to implement GDevelop’s multiplayer option, but I still have a lot of doubts. In particular, I’m not sure whether it’s better to use the official multiplayer (lobbies/sync) or instead rent a server and build my own lobby + login system. I read the documentation, but some forum posts left me a bit confused.

Thanks in advance to anyone who can clarify!

1 Is it possible to join a lobby as a “guest/anonymous” without a gd.games account?

2 Is there an official way to disable the login requirement when opening “Open game lobbies”?

3 In the official multiplayer, is there a real “host-authoritative” model, or is it more client-driven? (cheating risk)

4 What happens if the host leaves: does host migration exist and is it stable? What do you recommend doing in that case?

I didnt use too much of the official lobby sistem, i prefer using the p2p or Firebase, but i know a bit.
For your questions is

  1. yes you can
  2. yes you can do
  3. you define in the code if is client-drive or host-authoritative
  4. there is an host migration so use-it its better
2 Likes

Thanks a lot for the replies! :grinning:
But I have a question: why do you prefer using P2P instead of GDevelop’s multiplayer? What advantages are there? I thought P2P was less optimized compared to the normal multiplayer.

i prefer using p2p because it dont have room limit (that i know). In the official multiplayer if you dont pay you get just 4 rooms. p2p if you know more you can do 10+ players.

1 Like

Thanks, your clarifications were very helpful! I’ll run some tests—hopefully I won’t run into any issues!

1 Like

I need firebase, but in firebase need 2FA!

Why you dont use 2FA, it have better security for your accont.