godot-multiplayer
Installation
SKILL.md
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.