multiplayer-networking

multiplayer-networking is a skill for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 72 tokens per session (3,701 once invoked), scanned A, original, MIT.

A reference guide for multiplayer game networking. It compares ways that game clients and servers exchange state, and covers prediction, correction, smoothing, bandwidth reduction, and connection setup.

In plain words
What is it for?
Use it when designing or reviewing multiplayer systems in Unity or Godot, including rollback, lockstep, client prediction, server authority, interpolation, NAT traversal, and ENet setup.
Why use it?
It helps explain problems such as rubber-banding, delayed hits, desynchronised players, and excessive network traffic. It also helps match a networking model to the type of game.

Skill for Claude Code

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

Part of the multiplayer-networking plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it when designing or reviewing multiplayer systems in Unity or Godot, including rollback, lockstep, client prediction, server authority, interpolation, NAT traversal, and ENet setup.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/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.

Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill multiplayer-networking
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install multiplayer-networking, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking/github.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking"><img src="https://agentmods.dev/badge/skills/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/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 72 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,701 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 $0.00072 $0.03701
Opus 5.5 $0.00029 $0.01480
Sonnet 5.5 $0.00014 $0.00740
Haiku 4.5 $0.00007 $0.00370

Measured 15d ago against content hash 2c111113e742, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

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/skills/multiplayer-networking/SKILL.md · 413 lines

How it starts

The opening of the file, as written. The whole thing — 413 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Multiplayer networking pattern library

Reference patterns for game multiplayer netcode.

Netcode model comparison

Model Best for Latency tolerance Bandwidth Determinism required
Rollback Fighting games Very tight Low Yes
Lockstep RTS, lockstep RTS Tolerant Very low Yes
Client prediction + reconciliation FPS, MOBA, action Medium Medium No
Server-authoritative + interpolation Racing, MMO movement Tolerant Medium-high No
Pure state snapshots Slow-paced games Very tolerant High No

Common mistakes catalog

"Rubber-banding when player runs forward"

The player's client predicts forward motion. Server agrees and confirms. No rubber-band. Then player turns; client predicts turn; server says "no, you didn't turn yet" because the turn input hadn't reached the server when the server's last tick fired. Server position is one tick behind; client snaps back.

Fix: smooth reconciliation. When server position differs from predicted, interpolate over 100-200ms rather than snapping.

"I shot them dead-on and missed"

Favor-the-target policy. Server's "current" state is what counts; if your shot took 50ms to reach the server, the target may have moved. Either:

  • Switch to favor-the-shooter (lag compensation)
  • Use projectile weapons (the projectile travels in server time, no compensation needed)

"I was shot around a corner"

Favor-the-shooter policy working as intended. The shooter saw you at their lag-compensated time; you've since moved behind cover. You're dead on the server before you visually see the threat.

Mitigation: limit lag compensation window (e.g., 100ms max, not 250ms).

"Multiplayer works in lab, breaks on mobile data"

Mobile cellular has higher jitter and occasional packet loss. Check:

  • Tick rate too high for cellular bandwidth budget
  • No packet loss tolerance (UDP without reliability layer)
  • No connection migration on IP change (mobile data → WiFi)
  • Power-save modes throttling background packets

Read the full file on GitHub · 413 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. 15d ago First seen · 413 lines · 72 tokens per session scan A 2c111113e742

Subscribe to this mod's changes

multiplayer-networking is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 72 tokens to every session and 3,701 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-10-01.

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