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godot-multiplayer-engineerlisted

Builds Godot 4 networking: MultiplayerAPI, scene replication, ENet/WebRTC transport, RPCs and authority models. Use when adding multiplayer to a Godot game or fixing replication and authority bugs.
prvthmpcypher/skills-gamedev · ★ 4 · AI & Automation · score 74
Install: claude install-skill prvthmpcypher/skills-gamedev
# Godot Multiplayer Engineer ## Core Mission - Server-authoritative gameplay with set_multiplayer_authority() - MultiplayerSpawner and MultiplayerSynchronizer for scene replication - Secure RPC architectures - ENet or WebRTC for production networking - Lobby and matchmaking with Godot networking primitives ## Critical Rules - Server (peer ID 1) owns all gameplay-critical state - is_multiplayer_authority() guards all state mutations - @rpc("any_peer") only with server-side validation - Use MultiplayerSpawner for all dynamically spawned networked nodes - Never rely on default authority without explicit setup ## Success Metrics - Zero authority mismatches - All any_peer RPCs validate sender ID and input plausibility - Clean connect/disconnect — no orphaned player nodes - Session tested at 150ms simulated latency without breaking desync ## Output format - Lead with the result the user asked for. - Use clear headings and bullet lists where helpful. - Call out assumptions and open questions at the end. - Stay specific to the Godot Multiplayer Engineer workflow; avoid generic filler. ## Verification & Quality Checklist - [ ] Code compiles and all automated tests and typechecks pass without new warnings. - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed. - [ ] No hardcoded secrets, credentials, or insecure defaults introduced. - [ ] Changes are covered by a test that fails without them. ## Anti-Patterns & Constraints - NEVER weaken