Why it’s useful
- One title, not isolated snippets. Sign-in, session discovery, networking, voice, privacy, moderation, achievements, and saves are wired together in a game you can run end to end, so you can see the call ordering, failure handling, and lifecycle work that per-API examples leave out.
- Multiplayer that stays idiomatic Godot. PlayFab Party is wrapped as a drop-in Godot
MultiplayerPeer, so every@rpcin the sample is ordinary Godot RPC. Only the peer construction is PlayFab-specific, which keeps your existing networking code intact. - A head start on certification. The sample includes privilege checks, per-player mute, block and avoid enforcement, text verification before user-authored content is published, and player reporting, with a page mapping each XBOX Requirement to the code that implements it.
- PC and console from the same project. The same project targets XBOX on PC and XBOX Series X|S, including suspend, resume, and constrain handling, and per-user Game Save on console.
- Copy-ready boundaries. Every platform call sits behind a single services facade with one file per concern, so you can lift the piece you need instead of untangling it from gameplay.
What it demonstrates
- GDK sign-in exchanged for a PlayFab identity, with a dedicated progress screen and an offline fallback.
- Join-code session discovery with PlayFab Lobby, plus joinable friends, activity publishing, and join-from-guide invites.
- PlayFab Party voice and in-match typed text, with mute and text privacy enforced separately.
- Multiplayer and communications privilege checks, and privacy enforcement for mute, block, and avoid.
- One-shot and incremental achievement progress driven by match events.
- Game Save on console for profile, history, and counters.
- Connectivity detection before online play is offered, and controller association through the GDK user and device APIs.
Requirements
- Godot 4.6 or later. The GDK addons are GDExtensions, so a standard build is enough.
- Windows, with Visual Studio 2022 and a Microsoft GDK edition, to build the addons once.
- Exporting to XBOX Series X|S additionally requires the W4 Games console fork of Godot.
[!NOTE] NetRumble is a source-only reference under the MIT license, not a certified title or a product. The GDK and PlayFab dependencies still require their own installs and license acceptance.
Get started
- XBOX Godot NetRumble: microsoft/xbox-godot-netrumble - Clone with submodules, run
tools\sync_addons.ps1, thentools\deploy-pc.ps1 -Launch. - XBOX Godot Sample: XBOX Godot Sample - The GDK and PlayFab addons that NetRumble is built on, pinned as a submodule.
