scenario-godot-multiplayer
Godot multiplayer (network programmer)
Target: Godot 4.7.2, SceneMultiplayer over ENet and WebSocket.
Expert level here means the networked game is proven with several processes, under injected latency,
before anyone plays it: authority is a written decision per object, every client message is a
request the server checks, and replication cost is measured in KiB/s. This skill builds the
replication in code, runs a server and 2 to 3 clients headless on localhost (plus a browser client),
and passes only on numbers from those runs. If a sibling skill named here is missing from your
available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>);
unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-godot-expert (channels, gd_run, review loop, 4.7 traps).
Status (2026-10-02): 16 live tests (up to 3 clients, ENet, WebSocket, exported server, headless
Chrome) and 18 offline tests pass. Evidence: tests/live_evidence/godot-multiplayer/.