godot-multiplayer

godot-multiplayer is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 90 tokens per session (1,599 once invoked), scanned A, original, Apache-2.0.

Implementation guidance for adding online multiplayer to games made with Godot 4.7. It uses ENet for connections, RPCs for remote function calls, and Godot nodes for spawning and synchronizing game state.

In plain words
What is it for?
Use it to create ENet servers or clients, handle connection events, define RPCs, assign multiplayer authority, and synchronize or spawn nodes with MultiplayerSpawner and MultiplayerSynchronizer.
Why use it?
It gives you a defined server-and-client structure for networking game objects and player actions. It also emphasizes treating client input as untrusted and keeping the server authoritative.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot plugin — 15 skills shipped together , and of gamedev

Good fit Use it to create ENet servers or clients, handle connection events, define RPCs, assign multiplayer authority, and synchronize or spawn nodes with MultiplayerSpawner and MultiplayerSynchronizer.

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Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-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 gamedev-skills/awesome-gamedev-agent-skills --skill godot-multiplayer
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install godot, the plugin that ships this one along with the rest of its 15 skills.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-multiplayer/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-multiplayer)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-multiplayer"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-multiplayer/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

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-multiplayer"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-multiplayer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 90 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,599 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
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • 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 $0.00090 $0.01599
Opus 5 $0.00045 $0.00800
Sonnet 5 $0.00018 $0.00320
Haiku 4.5 $0.00009 $0.00160

Measured 13d ago against content hash 43b2f2725ab1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot-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 13d 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/godot/godot-multiplayer/SKILL.md · 152 lines

How it starts

The opening of the file, as written. The whole thing — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Multiplayer (4.x high-level)

Connect peers, call functions remotely with @rpc, assign authority, and replicate state with MultiplayerSpawner/MultiplayerSynchronizer. Targets Godot 4.7 (ENet). Treat all client input as untrusted; keep the server authoritative.

When to use

  • Use when adding networked multiplayer: hosting/joining over ENet, calling RPCs, assigning per-node authority, or auto-spawning/syncing nodes across peers.

When not to use: local split-screen (no networking); raw TCP/UDP/WebSocket protocol work (low-level PacketPeer); HTTP requests. For save/persistence → save-systems.

Core workflow

  1. Create a peer (ENetMultiplayerPeer), call create_server(port, max) or create_client(ip, port), and assign it to multiplayer.multiplayer_peer. The server's unique ID is always 1; clients get random positive IDs.
  2. Handle connection signals on multiplayer: peer_connected(id), peer_disconnected(id), connected_to_server, connection_failed, server_disconnected.
  3. Define RPCs with @rpc(...). Call them on a Callable via rpc() (all peers) or rpc_id(peer_id) (one peer). Inside, multiplayer.get_remote_sender_id() tells you who sent it.
  4. Keep RPC signatures identical on every peer that runs the script — Godot checksums all @rpc methods in a script; mismatches break silently.
  5. Assign authority per node with set_multiplayer_authority(id); gate input/RPCs by is_multiplayer_authority().
  6. Replicate state with MultiplayerSpawner (auto-instances scenes on clients) and MultiplayerSynchronizer (auto-syncs selected properties).
  7. Validate on the server. Don't trust client-reported positions/results.

Patterns

1. Host or join (ENet)

const PORT := 7000
const MAX_PLAYERS := 8

func host() -> void:
    var peer := ENetMultiplayerPeer.new()
    var err := peer.create_server(PORT, MAX_PLAYERS)
    if err != OK:
        push_error("Cannot host: %s" % err); return
    multiplayer.multiplayer_peer = peer
    multiplayer.peer_connected.connect(_on_peer_connected)

func join(ip := "127.0.0.1") -> void:
    var peer := ENetMultiplayerPeer.new()
    peer.create_client(ip, PORT)
    multiplayer.multiplayer_peer = peer
    multiplayer.connected_to_server.connect(func(): print("connected"))

func leave() -> void:
    multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()

Read the full file on GitHub · 152 lines

Files

What ships with it

1 file 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. 13d ago First seen · 152 lines · 90 tokens per session scan A 43b2f2725ab1

Subscribe to this mod's changes

godot-multiplayer is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 90 tokens to every session and 1,599 once invoked, about $0.0005 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 2026-08-30.