Skills for Real Engineers. Straight from my .agents directory.
godot-multiplayer
Agent skill fromgamedev-skills/awesome-gamedev-agent-skills
Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.
How to install godot-multiplayer
npx skills add gamedev-skills/awesome-gamedev-agent-skills# or add only this skill to Claude Code: copy the folder
skills/godot/godot-multiplayer/
# into
~/.claude/skills/godot-multiplayer/ (all projects)
.claude/skills/godot-multiplayer/ (one project)
1# Godot Multiplayer (4.x high-level)23Connect peers, call functions remotely with `@rpc`, assign authority, and replicate state4with `MultiplayerSpawner`/`MultiplayerSynchronizer`. Targets **Godot 4.7** (ENet). Treat5all client input as untrusted; keep the server authoritative.67## When to use89- Use when adding networked multiplayer: hosting/joining over ENet, calling RPCs,10 assigning per-node authority, or auto-spawning/syncing nodes across peers.1112**When *not* to use:** local split-screen (no networking); raw TCP/UDP/WebSocket protocol13work (low-level `PacketPeer`); HTTP requests. For save/persistence → `save-systems`.1415## Core workflow16171. **Create a peer** (`ENetMultiplayerPeer`), call `create_server(port, max)` or18 `create_client(ip, port)`, and assign it to `multiplayer.multiplayer_peer`. The19 server's unique ID is always `1`; clients get random positive IDs.202. **Handle connection signals** on `multiplayer`: `peer_connected(id)`,21 `peer_disconnected(id)`, `connected_to_server`, `connection_failed`,22 `server_disconnected`.233. **Define RPCs** with `@rpc(...)`. Call them on a `Callable` via `rpc()` (all peers) or24 `rpc_id(peer_id)` (one peer). Inside, `multiplayer.get_remote_sender_id()` tells you who25 sent it.264. **Keep RPC signatures identical** on every peer that runs the script — Godot checksums27 all `@rpc` methods in a script; a mismatch prints errors that can name an unrelated RPC.28…
Excerpt shown under the repository's Apache-2.0 license.
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