setup-multiplayer

setup-multiplayer is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 122 tokens per session (3,692 once invoked), scanned A, original, MIT.

A guide for adding online or local-network multiplayer to an existing Godot single-player game. It helps choose how players connect and which computer controls the game state.

In plain words
What is it for?
It helps plan co-op, competitive player-versus-player games, lobbies, matchmaking, player counts, and network behavior before coding.
Why use it?
It prevents costly networking decisions and rewrites later, especially when choosing between a player-hosted game and a dedicated server.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit It helps plan co-op, competitive player-versus-player games, lobbies, matchmaking, player counts, and network behavior before coding.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/setup-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 ouzlifaneyassine1-dot/onyx-engine --skill setup-multiplayer
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

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 setup-multiplayer

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/setup-multiplayer/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/setup-multiplayer)
Your own site
<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.

agentmods 80×15 button for setup-multiplayer

Your own site · 80×15
<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>
Per session 122 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,692 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 $0.00122 $0.03692
Opus 5 $0.00061 $0.01846
Sonnet 5 $0.00024 $0.00738
Haiku 4.5 $0.00012 $0.00369

Measured 8d ago against content hash 10e792f513d4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

skills/multiplayer-and-networking/setup-multiplayer/SKILL.md · 329 lines

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:

  1. What kind of multiplayer? co-op LAN / co-op online / competitive PvP / lobbies + matchmaking
  2. How many players? 2 / 2–4 / 8+
  3. Who runs the simulation? host (one of the players) / dedicated server / authoritative peer-to-peer
  4. 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?

Read the full file on GitHub · 329 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. 8d ago First seen · 329 lines · 122 tokens per session scan A 10e792f513d4

Subscribe to this mod's changes

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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