gamedev-multiplayer

gamedev-multiplayer is a skill for Claude Code, Codex from ericrisco/rsc-harness. It costs 86 tokens per session (3,808 once invoked), scanned A, original, MIT.

A guide to adding online multiplayer to games made with Godot, Unity, or Unreal. It explains how game clients and servers share state, handle delayed connections, and decide which side is allowed to make authoritative decisions.

In plain words
What is it for?
Use it to choose a client-server or peer-to-peer design, replicate game state, implement remote procedure calls, predict movement, correct errors, and add lag compensation.
Why use it?
It helps prevent inconsistent game states, unfair advantages, and movement that feels wrong over a slow connection. It also separates in-game networking from hosting, matchmaking, and local physics.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to choose a client-server or peer-to-peer design, replicate game state, implement remote procedure calls, predict movement, correct errors, and add lag compensation.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ericrisco/rsc-harness/gamedev-multiplayer
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.

Any agent
npx skills add ericrisco/rsc-harness --skill gamedev-multiplayer
Clone the repo
git clone --depth 1 https://github.com/ericrisco/rsc-harness

Made for: Claude Code, Codex.

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 gamedev-multiplayer

README.md
[![agentmods](https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-multiplayer.svg)](https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-multiplayer)
Your own site
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-multiplayer"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-multiplayer.svg" alt="Measured on agentmods" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,808 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00086 $0.03808
Opus 5 $0.00043 $0.01904
Sonnet 5 $0.00017 $0.00762
Haiku 4.5 $0.00009 $0.00381

Measured 4d ago against content hash f6a3ecedbaa4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

gamedev-multiplayer 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 4d 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.

skills/gamedev-multiplayer/SKILL.md · 238 lines

How it starts

The opening of the file, as written. The whole thing — 238 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game multiplayer & netcode

Design and wire the network layer of a game across Godot 4.x, Unity, and Unreal: choose a topology, put authority in the right place, replicate the right state, and hide latency without opening the door to cheaters. This skill owns the networking decisions; the engine skills own the local gameplay those decisions sit on top of.

Route elsewhere when the ask is not netcode:

The ask Route to Why not here
Single-player movement, AI, input, animation, save files godot / unity / unreal The engine skill owns local gameplay; no network dimension.
Physics determinism, collision, character controllers gamedev-physics Netcode consumes determinism; it does not own the physics fix.
Matchmaking, lobby backend, dedicated-server hosting, relays, DB, game-server CI deployment Running the fleet, not designing the in-game net layer.
Web realtime — chat, presence, a generic WebSocket app webhooks Not a game world/simulation.
General threat modeling, authz review secure-coding This skill keeps only the game-specific anti-cheat controls.

Version contract — read first

Target the current APIs. Never emit these deprecated / removed APIs:

Engine Target Banned (removed/legacy) Emit instead
Godot 4.x master/puppet/remote/sync keywords, rpc_config() as a func, rset, NetworkedMultiplayerENet @rpc(...) annotation, set_multiplayer_authority(), ENetMultiplayerPeer, MultiplayerSynchronizer
Unity Netcode for GameObjects (NGO) 1.x/2.x UNet / HLAPI: NetworkIdentity, [Command], [SyncVar], NetworkServer, UnityEngine.Networking NGO NetworkObject, NetworkBehaviour, NetworkVariable<T>, [Rpc(SendTo.X)]
Unreal 5.x replicating by polling in Tick, skipping WithValidation on gameplay RPCs UPROPERTY(Replicated / ReplicatedUsing=...) + GetLifetimeReplicatedProps, Server/Client/NetMulticast UFUNCTIONs

Read the full file on GitHub · 238 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 4d ago First seen · 238 lines · 86 tokens per session scan A f6a3ecedbaa4

Subscribe to this mod's changes

gamedev-multiplayer is a skill published in the GitHub repository ericrisco/rsc-harness (70 stars, last pushed today), licensed MIT. It adds 86 tokens to every session and 3,808 once invoked, about $0.0004 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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