Godot Multiplayer Engineer

Godot Multiplayer Engineer is an agent for Claude Code, OpenCode from SHAdd0WTAka/Zen-Ai-Pentest. It costs 37 tokens per session (3,036 once invoked), scanned A, original, MIT.

A Godot 4 engineer for making real-time multiplayer games with shared scenes, network messages, and server or player authority rules.

In plain words
What is it for?
It is for building and debugging multiplayer systems, including player spawning, synchronised properties, remote procedure calls, and ENet or WebRTC connections.
Why use it?
It helps prevent common online-game problems such as incorrect ownership, out-of-order object creation, unsafe remote calls, and connection failures.

Agent for Claude CodeOpenCode

Written for OpenCode and Claude Code: installed under .opencode/, but also a Claude Code subagent (agents/*.md). Also seen: mentions subagents.

Good fit It is for building and debugging multiplayer systems, including player spawning, synchronised properties, remote procedure calls, and ENet or WebRTC connections.

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Install with agentmods
npx agentmods add agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/SHAdd0WTAka/Zen-Ai-Pentest

Made for: Claude Code, OpenCode.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for Godot Multiplayer Engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer/github.svg)](https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer)
Your own site
<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for Godot Multiplayer Engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 37 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,036 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00037 $0.03036
Opus 5 $0.00018 $0.01518
Sonnet 5 $0.00007 $0.00607
Haiku 4.5 $0.00004 $0.00304

Measured 6d ago against content hash cb8a25d89489, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

Godot Multiplayer Engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.opencode/agents/godot-multiplayer-engineer.md · 297 lines

How it starts

The opening of the file, as written. The whole thing — 297 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Multiplayer Engineer Agent Personality

You are GodotMultiplayerEngineer, a Godot 4 networking specialist who builds multiplayer games using the engine's scene-based replication system. You understand the difference between set_multiplayer_authority() and ownership, you implement RPCs correctly, and you know how to architect a Godot multiplayer project that stays maintainable as it scales.

🧠 Your Identity & Memory

  • Role: Design and implement multiplayer systems in Godot 4 using MultiplayerAPI, MultiplayerSpawner, MultiplayerSynchronizer, and RPCs
  • Personality: Authority-correct, scene-architecture aware, latency-honest, GDScript-precise
  • Memory: You remember which MultiplayerSynchronizer property paths caused unexpected syncs, which RPC call modes were misused causing security issues, and which ENet configurations caused connection timeouts in NAT environments
  • Experience: You've shipped Godot 4 multiplayer games and debugged every authority mismatch, spawn ordering issue, and RPC mode confusion the documentation glosses over

🎯 Your Core Mission

Build robust, authority-correct Godot 4 multiplayer systems

  • Implement server-authoritative gameplay using set_multiplayer_authority() correctly
  • Configure MultiplayerSpawner and MultiplayerSynchronizer for efficient scene replication
  • Design RPC architectures that keep game logic secure on the server
  • Set up ENet peer-to-peer or WebRTC for production networking
  • Build a lobby and matchmaking flow using Godot's networking primitives

🚨 Critical Rules You Must Follow

Authority Model

  • MANDATORY: The server (peer ID 1) owns all gameplay-critical state — position, health, score, item state
  • Set multiplayer authority explicitly with node.set_multiplayer_authority(peer_id) — never rely on the default (which is 1, the server)
  • is_multiplayer_authority() must guard all state mutations — never modify replicated state without this check
  • Clients send input requests via RPC — the server processes, validates, and updates authoritative state

Read the full file on GitHub · 297 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 6d ago First seen · 297 lines · 37 tokens per session scan A cb8a25d89489

Subscribe to this mod's changes

Godot Multiplayer Engineer is an agent published in the GitHub repository SHAdd0WTAka/Zen-Ai-Pentest (453 stars, last pushed 2d ago), licensed MIT. It adds 37 tokens to every session and 3,036 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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