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heroiclabs/nakama-godot

★ 755 · GDScript · Apache-2.0 · updated Mar 2025

Nakama Godot Client SDK

Official GDScript client for the Nakama backend-as-a-service platform. Targets Godot 4 (with a separate Godot 3 branch) and covers the full Nakama API: auth, storage, chat, matchmaking, realtime sockets. If you're building a multiplayer game in Godot and want to skip writing your own backend, this is the starting point.

NakamaMultiplayerBridge lets you drop this under Godot's existing High-level Multiplayer API with minimal changes — your rpc() calls keep working, you just swap the peer. The async error model is pragmatic: since GDScript has no exceptions, every async call returns an object you check with is_exception(), which is consistent and easy to lint for. The API layer is code-generated from the server's proto definitions (see codegen/main.go), so it tracks the server API rather than being hand-maintained. Both GDScript and C# paths are supported in the same addon, which covers the full Godot user base.

Last push was March 2025 and Nakama server itself has moved on — there's real risk the generated API is behind and you'll hit 404s or changed response shapes on newer server versions. The test suite requires a running Docker stack to be useful at all; there's no unit-test layer, so if you want to test your own game logic in isolation from Nakama, you're building that abstraction yourself. No typed signal payloads — socket events emit raw dictionaries or loosely typed NakamaRTAPI objects, so autocomplete won't catch mistyped field names. The C# integration classes (GodotHttpAdapter, GodotWebSocketAdapter) are in the addon but not wired into any CI — they could silently break on a Godot or .NET version bump without anyone noticing.

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