networking-foundation

networking-foundation is a skill for Claude Code from Simone-Tarantino/godot-superpowers. It costs 89 tokens per session (3,557 once invoked), scanned A, original, MIT.

A planning and coding guide for multiplayer games in Godot 4.x. It explains Godot's built-in networking, including how computers connect and which computer controls game actions.

In plain words
What is it for?
It helps plan co-op, small-player-versus-player, and lobby-based games; set up servers and clients; synchronise game objects; and design remote procedure calls.
Why use it?
It helps choose a suitable multiplayer design before code is written, including the limits of built-in networking for highly competitive games.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Good fit It helps plan co-op, small-player-versus-player, and lobby-based games; set up servers and clients; synchronise game objects; and design remote procedure calls.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/simone-tarantino/godot-superpowers/networking-foundation
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 Simone-Tarantino/godot-superpowers --skill networking-foundation
Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Made for: Claude Code.

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

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 networking-foundation

README.md
[![agentmods](https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/networking-foundation/github.svg)](https://agentmods.dev/skills/simone-tarantino/godot-superpowers/networking-foundation)
Your own site
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/networking-foundation"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/networking-foundation/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 networking-foundation

Your own site · 80×15
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/networking-foundation"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/networking-foundation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,557 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 $0.00089 $0.03557
Opus 5 $0.00044 $0.01778
Sonnet 5 $0.00018 $0.00711
Haiku 4.5 $0.00009 $0.00356

Measured 10d ago against content hash 163811b9ae01, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

networking-foundation 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 10d 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/networking-foundation/SKILL.md · 264 lines

How it starts

The opening of the file, as written. The whole thing — 264 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Networking foundation (Godot 4.x High-Level Multiplayer)

Godot ships a high-level multiplayer API on top of ENet (UDP) and WebSocket. It is enough to build co-op, small-PvP, and lobby-based games without an addon — it is not enough to ship competitive twitch FPS / fighting games (no built-in rollback, lag compensation, or anti-cheat). Pick the right scope before writing code.

This skill is a pattern + checklist. It does not pick a netcode library for you. For dedicated rollback (SGNetcode, Godot Rollback Netcode) or relay services (Nakama, Beamable, custom WebSocket relay), evaluate addons via addon-curator once the scope is clear.

Reference: High-level multiplayer. Verify every API against godot-docs MCP before emitting code — multiplayer APIs changed shape in 4.0 → 4.2 (esp. MultiplayerAPI, MultiplayerSpawner.spawn_function).

1. Decide the model first (architecture gate)

Multiplayer code follows the architecture; the architecture cannot be retrofitted from working code. Decide these four things before writing the first RPC:

Decision Options What it gates
Topology Dedicated server / Listen server (host-as-player) / Peer-to-peer (mesh) Cheating surface, hosting cost, NAT requirements
Authority Server-authoritative / Client-authoritative / Distributed (per-entity) Where game state lives; who can lie
Synchronization style State sync (replicate transforms/properties) / Input sync (replicate inputs, simulate deterministically) Determinism budget; rollback feasibility
Transport ENet (UDP, fastest, NAT-traversal hassle) / WebSocket (TCP, browser-friendly) / WebRTC (P2P, JS signalling) Platform reach (web/mobile/desktop)

Defaults that fit ~80% of indie multiplayer:

  • Listen server topology — one player hosts, others join. No dedicated infrastructure.
  • Server-authoritative with state sync — server owns ground truth, clients replicate. Cheating is bounded.
  • ENet for desktop, WebSocket for browser builds. Pick one per build target.

Read the full file on GitHub · 264 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. 10d ago First seen · 264 lines · 89 tokens per session scan A 163811b9ae01

Subscribe to this mod's changes

networking-foundation is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 89 tokens to every session and 3,557 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 2026-08-31.

Related

Other skills, from other repositories

game-build-team

Build a Godot 4 / GDScript game feature with a coordinated agent team — a Manager (you), a Creative Director, a Logic Developer, an Animation Developer, and a Tester — that iteratively and autonomously design, build, juice, and verify the feature against the project's design contract to a strict, un-skippable quality…

Varalix-Digitech-Solutions/game-build-team-skill · 248 tokens

avatar-contribution-pr

Turn an avatar GitHub issue (from the in-app avatar-editor easter egg) into a merged sprite — validate the art, then either add a new module or replace an existing one, and open a PR that closes the issue. Handles both "Avatar contribution: " (a brand-new sprite) and "Avatar edit: " (a hand-redraw of an existing…

khromov/codebay · 0 tokens

wavedash

Use when building, integrating, testing, uploading, publishing, or preparing a browser game for Wavedash, including CLI setup, Wavedash SDK features, multiplayer, achievements, leaderboards, cloud saves, player identity, user-generated content, store metadata, monetization, and content guidelines.

wvdsh/ai · 63 tokens

godot-engineer

!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || true !cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true…

buiphucminhtam/forgewright · 52 tokens

bootstrap-game-qa-system

Use ONCE per browser-game project to set up the game-qa infrastructure. Copies the shipped runner template, the adapter skeleton, and the journey schema; gap-fills the project's existing debug system if one is present. Skip for non-game projects.

Bulugulu/game-qa · 56 tokens

requesting-game-qa

Use ONLY for QA on browser-game feature work. Triggers when the engineer signals readiness for QA: "request QA on X", "verify X", "QA this", "ready for QA on X", "this should be ready, can we make sure it works?" Compiles a brief, drives test-plan sign-off, then hands off to game-qa. Skip for tooling, build scripts…

Bulugulu/game-qa · 93 tokens