multiplayer-networking

multiplayer-networking is a plugin for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. Its manifest loads nothing; the 1 skill, 1 command, 1 agent it bundles cost 160 tokens per session together, scanned A, original, MIT.

A game-development add-on for online multiplayer networking. It covers methods for keeping players in sync despite delay or lost messages, including rollback, prediction, and lag compensation, for Godot or Unity.

In plain words
What is it for?
Use it to plan or build multiplayer movement and game-state synchronization, manage network bandwidth, and support peer connections through routers with NAT traversal.
Why use it?
Online games can show different game states to different players when connections are slow or unreliable. These networking approaches help developers handle those conditions.

Plugin for Claude Code

Written for Claude Code: a Claude Code plugin manifest.

Good fit Use it to plan or build multiplayer movement and game-state synchronization, manage network bandwidth, and support peer connections through routers with NAT traversal.

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Install in Claude Code
/plugin marketplace add HermeticOrmus/LibreGameDev-Claude-Code
/plugin install multiplayer-networking
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/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

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 multiplayer-networking

README.md
[![agentmods](https://agentmods.dev/badge/plugins/hermeticormus/libregamedev-claude-code/multiplayer-networking/github.svg)](https://agentmods.dev/plugins/hermeticormus/libregamedev-claude-code/multiplayer-networking)
Your own site
<a href="https://agentmods.dev/plugins/hermeticormus/libregamedev-claude-code/multiplayer-networking"><img src="https://agentmods.dev/badge/plugins/hermeticormus/libregamedev-claude-code/multiplayer-networking/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 multiplayer-networking

Your own site · 80×15
<a href="https://agentmods.dev/plugins/hermeticormus/libregamedev-claude-code/multiplayer-networking"><img src="https://agentmods.dev/badge/plugins/hermeticormus/libregamedev-claude-code/multiplayer-networking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session not measured What this adds to a session before it is invoked.
When invoked not measured The manifest loads nothing itself; its 1 skill, 1 command, 1 agent cost 160 tokens a session between them.
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.
Security

Grade A, and why

multiplayer-networking 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 15d 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.

plugins/multiplayer-networking/.claude-plugin/plugin.json · 24 lines

What it actually says

{
  "name": "multiplayer-networking",
  "version": "1.0.0",
  "description": "Multiplayer netcode: rollback, lockstep, client prediction with reconciliation, lag compensation, bandwidth budgets, NAT traversal, and Godot or Unity networking.",
  "author": {
    "name": "Diego Bodart",
    "url": "https://github.com/HermeticOrmus"
  },
  "homepage": "https://github.com/HermeticOrmus/LibreGameDev-Claude-Code",
  "repository": "https://github.com/HermeticOrmus/LibreGameDev-Claude-Code",
  "license": "MIT",
  "keywords": [
    "multiplayer",
    "netcode",
    "rollback",
    "lockstep",
    "client-prediction",
    "lag-compensation",
    "godot",
    "unity",
    "gamedev"
  ]
}
Contents

What it installs

The manifest is a name and a version. 1 skill, 1 command, 1 agent travel with it, and installing the plugin installs all of them — 160 tokens a session between them. Each is measured on its own page, and each can be installed alone.

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. 15d ago First seen · 24 lines scan A 1d8a676e6a40

Subscribe to this mod's changes

multiplayer-networking is a plugin published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. Its token cost is not measured: this kind of file is read by the harness, not the model. 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 2026-10-01.