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Godot Multiplayer skill

Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-multiplayer
GitHub stars
8,175
Pack installs
748k
Alyn Score
77/99
Updated
9 h ago
License
Apache-2.0

Install Godot Multiplayer

Pick your agent. Every command is ready to paste.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-multiplayer

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads godot-multiplayer when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the godot-multiplayer skill”. In Codex, type $godot-multiplayer.

The skill itself

SKILL.md

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; a mismatch prints errors that can name an unrelated RPC.
  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()

2. RPCs: client sends input to the server (any_peer, call_local)

This script sits on a player avatar whose authority is the owning client (Pattern 3), so the server is not the node's authority. A server→clients RPC on such a node must be "any_peer" and check that the sender is the server.

func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("fire") and is_multiplayer_authority():
        request_fire.rpc_id(1)          # send only to the server (id 1)

# Clients may call this; it runs on the server (and locally if server is a player).
@rpc("any_peer", "call_local", "reliable")
func request_fire() -> void:
    if not multiplayer.is_server():     # ignore copies relayed to other clients
        return
    var sender := multiplayer.get_remote_sender_id()
    if not _can_fire(sender):           # server-side validation
        return
    spawn_projectile.rpc(sender)        # tell everyone to spawn it

# "authority" here would make clients reject the server's call (the client is the
# authority), so accept any peer and keep only calls that come from the server.
@rpc("any_peer", "call_local", "reliable")
func spawn_projectile(owner_id: int) -> void:
    if multiplayer.get_remote_sender_id() != 1:
        return
    _do_spawn(owner_id)

3. Per-node authority (each player controls their own avatar)

extends CharacterBody2D

func _ready() -> void:
    # The node name is the owning peer's id; that peer is the authority.
    set_multiplayer_authority(name.to_int())

func _physics_process(delta: float) -> void:
    if not is_multiplayer_authority():
        return                          # only the owner reads input & moves
    velocity = Input.get_vector("left", "right", "up", "down") * 200.0
    move_and_slide()

4. MultiplayerSynchronizer config (editor + replication)

# Add a MultiplayerSynchronizer child; in its Replication editor add the properties to
# sync (e.g. position, velocity). Set "Sync"/"Spawn" flags per property. From code you
# can scope visibility:
@onready var sync: MultiplayerSynchronizer = $MultiplayerSynchronizer

func _ready() -> void:
    # Only replicate this node to a specific peer (e.g. private info). Per-peer visibility
    # matters only once public_visibility is off; by default every peer receives it.
    sync.public_visibility = false
    sync.set_visibility_for(target_peer_id, true)

Pitfalls

  • RPC signature checksum. Every @rpc method in a script must exist with the same declaration on both client and server builds — even unused ones. A mismatch causes errors that may point at the wrong function. Argument names/count are not checked, but the set of RPCs and their annotations are.
  • Default @rpc is "authority". Clients calling it are ignored unless you set "any_peer". Use "call_local" so the host (also a player) runs it too.
  • RPC 'x' is not allowed on node ... from: 1. Mode is "authority" → the server called an "authority" RPC on a node a client owns. "Authority" means the node's authority, not the server. Use "any_peer" plus a get_remote_sender_id() == 1 check, or move server-driven RPCs to a server-owned node (e.g. a game manager).
  • NodePaths must match across peers. RPC routing uses the node's path/name; spawn nodes with identical names on all peers (use MultiplayerSpawner or add_child(node, true) for readable, deterministic names).
  • Trusting the client. Never let clients set authoritative state (health, position, hits) directly. Send intent, validate on the server, then broadcast results.
  • RPC on non-Node classes fails. @rpc methods must be on Node-derived classes, not plain Resource/RefCounted.
  • RPCs don't serialize Objects/Callables. Pass plain data (ints, strings, arrays, dictionaries, PackedArrays).
  • Forgetting to reset the peer. To disconnect cleanly, set multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new().
  • Android needs INTERNET permission in the export preset or all networking is blocked.

References

  • For MultiplayerSpawner setup, transfer modes/channels, SceneMultiplayer authentication (auth_callback/complete_auth), a lobby skeleton, and dedicated-server export notes, read references/replication-and-rpc.md.
  • godot-nodes-scenes — instancing the scenes that get spawned/synced.
  • godot-signals-groups — connection signals and event flow.
  • godot-export — exporting a headless dedicated server build.

Tips for Godot Multiplayer

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Godot Multiplayer

What does the Godot Multiplayer skill do?

Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.

How do I install Godot Multiplayer?

Run "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-multiplayer" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Godot Multiplayer work in Cursor and Codex?

Yes. Godot Multiplayer uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Godot Multiplayer free?

Godot Multiplayer is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.

Who made Godot Multiplayer?

Godot Multiplayer is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.

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