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.
npx skills add ouzlifaneyassine1-dot/onyx-engine --skill setup-multiplayergit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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.
[](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/setup-multiplayer)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/setup-multiplayer"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/setup-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.
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/setup-multiplayer"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/setup-multiplayer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00122 | $0.03692 |
| Opus 5 | $0.00061 | $0.01846 |
| Sonnet 5 | $0.00024 | $0.00738 |
| Haiku 4.5 | $0.00012 | $0.00369 |
Grade A, and why
setup-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 8d 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.
How it starts
The opening of the file, as written. The whole thing — 329 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/setup-multiplayer — Add Multiplayer Without Repainting the Project
Overview
Multiplayer is a one-way door. Pick the wrong authority model and refactoring later is brutal. This skill enforces an opinionated path: start with Godot's high-level MultiplayerAPI + MultiplayerSpawner + MultiplayerSynchronizer + ENet. Don't roll custom networking unless you have a measured reason. Make the irreversible decisions up front, in writing.
Core principle: the architecture decision (peer authority vs server authority) is harder than the code. Lock it before touching a single RPC.
Steps
1. Ask the four blocking questions
Before any code:
- What kind of multiplayer? co-op LAN / co-op online / competitive PvP / lobbies + matchmaking
- How many players? 2 / 2–4 / 8+
- Who runs the simulation? host (one of the players) / dedicated server / authoritative peer-to-peer
- What's the network you're targeting? same Wi-Fi / public internet with ~80ms RTT / mobile
Wait. Each answer flips an irreversible knob.
2. Pick the authority model — irreversible decision
Lock it now. Refactoring authority is a project-killer.
| Model | Best for | Pros | Cons |
|---|---|---|---|
| Host authority (one player runs the sim) | Co-op (2–4 players), casual PvP, friends-only | Cheapest. No server bill. Host migration possible. | Host advantage (no lag for them). Cheating possible. |
| Dedicated server authority | Competitive PvP, matchmaking, > 4 players | Fair. Anti-cheat possible. Stable. | Server bill. Need a deploy story. Higher complexity. |
| Peer-to-peer with shared authority | Lock-step strategy / RTS, fighting games (rollback) | Symmetric latency. No "host advantage". | Determinism is a project on its own. Hard to debug. |
Default recommendation: host authority for co-op (2–4 players), dedicated server for everything else. If user says "competitive PvP" + "lobbies": dedicated.
State the choice explicitly:
Going with host authority for 2–4 player co-op. The first player to start a game is the host. Their scene tree is the source of truth; clients receive replicated state and send input RPCs. Host migration is hard with this model — if the host quits, the game ends. Confirm?
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.
- 8d ago First seen · 329 lines · 122 tokens per session scan A 10e792f513d4
setup-multiplayer is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 122 tokens to every session and 3,692 once invoked, about $0.0006 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 2026-08-31.
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