godot-multiplayer
Build networked games with Godot 4.x 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 --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# Godot Multiplayer (4.x high-level) Connect peers, call functions remotely with `@rpc`, assign authority, and replicate state with `MultiplayerSpawner`/`MultiplayerSynchronizer`. Targets **Godot 4.3+** (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()`
- When to use
- Core workflow
- Patterns
- 1. Host or join (ENet)
- 2. RPCs: client sends input to the server (anypeer, calllocal)
- 3. Per-node authority (each player controls their own avatar)
- 4. MultiplayerSynchronizer config (editor + replication)
- Pitfalls
- References
- Related skills
What does the godot-multiplayer skill do?
Build networked games with Godot 4.x 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 it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-multiplayer --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
