Godot Multiplayer
/godot-multiplayer
Networked Godot 4.7 games: ENet host and join, @rpc functions, per-node authority and state replication with spawners and synchronizers.
- GitHub stars
- 2,085 (repository stars as of 2026-10-21)
- License
- Apache-2.0
- Last commit
- 2026/10/09
- By
- gamedev-skills
Part of
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-multiplayerInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Worked steps: Host or join; RPCs: client sends input to the server; Per-node authority; MultiplayerSynchronizer config
- A pitfalls section with the mistakes to avoid
- Bundled 1 reference doc the agent reads when needed
- Written for Godot 4.7
Good fit
- Adding multiplayer/networking to a Godot project, writing @rpc functions
- Syncing player/world state across peers
Try this prompt
Add host and join multiplayer with ENet, RPCs and synchronised player positions.About this 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.
From the godot-multiplayer SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- Host or join (ENet)
- RPCs: client sends input to the server (any_peer, call_local)
- Per-node authority (each player controls their own avatar)
- MultiplayerSynchronizer config (editor + replication)
Requirements
- Godot 4.7
FAQ
Works well with
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