Agent skill

Gamedev Multiplayer

by ericrisco in ericrisco/rsc-harness

A skill your agent uses when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag…

MITAuto-check passedGame Development

Install Gamedev Multiplayer

skills CLI
$ npx skills add ericrisco/rsc-harness --skill gamedev-multiplayer -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ericrisco/rsc-harness gamedev-multiplayer --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/gamedev-multiplayer .claude/skills/gamedev-multiplayer && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
gamedev-multiplayer
GitHub stars
167
Token cost
~3.9k tokens
SKILL.md length
1,648 words
Files
6 (incl. references)
Skills in repo
227
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag…

  • Works in 4 steps: Client-side prediction — the owning… → Server reconciliation — the server is… → Snapshot interpolation — remote entities… → …
  • Adding multiplayer
  • SKILL.md covers Version contract — read first, Topologies & authority, State replication vs RPCs and The hard problems, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Gamedev Multiplayer is an agent skill from ericrisco/rsc-harness. Use when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag compensation, plus Godot 4 / Unity NGO / Unreal wiring. NOT single-player gameplay (that is godot, unity, unreal), NOT matchmaking or server hosting (that is deployment).

Its SKILL.md is about 3.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/godot-high-level-multiplayer.md`).

It sits in Game Development, covering Game development and Multiplayer and networking. It works with Godot. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.

When your agent uses it

  • Adding multiplayer
  • Netcode to a game — client-server vs P2P
  • Server authority and anti-cheat
  • State replication vs RPCs

Example prompts

  • “/gamedev-multiplayer”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Client-side prediction — the owning client applies its own input immediately instead of waiting a
  2. Server reconciliation — the server is still authoritative; the client tags each input with a sequence
  3. Snapshot interpolation — remote entities are rendered ~100 ms in the past, interpolating between the
  4. Lag compensation — for hitscan/instant hits, the server rewinds other entities to where the shooter

What it can do on your machine

Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript, csharp and cpp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Gamedev Multiplayer loads about 3.9k tokens when it runs, and up to ~9.1k if it reads all its reference files. Until then it costs about 92 tokens; SKILL.md has 1,648 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~92
When it runs · the whole SKILL.md, loaded when a task matches
~3.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~9.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,648 words, ~3,940 tokens.

Download SKILL.mdSave it as .claude/skills/gamedev-multiplayer/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
gamedev-multiplayer
description
Use when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag compensation, plus Godot 4 / Unity NGO / Unreal wiring. NOT single-player gameplay (that is `godot`, `unity`, `unreal`), NOT matchmaking or server hosting (that is `deployment`).
tags
multiplayer, netcode, replication, networking, prediction, authority
recommends
godot, unity, unreal, gamedev-physics
profiles
full
origin
risco

Game multiplayer & netcode

Design and wire the network layer of a game across Godot 4.x, Unity, and Unreal: choose a topology, put authority in the right place, replicate the right state, and hide latency without opening the door to cheaters. This skill owns the networking decisions; the engine skills own the local gameplay those decisions sit on top of.

Route elsewhere when the ask is not netcode:

The askRoute toWhy not here
Single-player movement, AI, input, animation, save filesgodot / unity / unrealThe engine skill owns local gameplay; no network dimension.
Physics determinism, collision, character controllersgamedev-physicsNetcode consumes determinism; it does not own the physics fix.
Matchmaking, lobby backend, dedicated-server hosting, relays, DB, game-server CIdeploymentRunning the fleet, not designing the in-game net layer.
Web realtime — chat, presence, a generic WebSocket appwebhooksNot a game world/simulation.
General threat modeling, authz reviewsecure-codingThis skill keeps only the game-specific anti-cheat controls.

Version contract — read first

Target the current APIs. Never emit these deprecated / removed APIs:

EngineTargetBanned (removed/legacy)Emit instead
Godot4.xmaster/puppet/remote/sync keywords, rpc_config() as a func, rset, NetworkedMultiplayerENet@rpc(...) annotation, set_multiplayer_authority(), ENetMultiplayerPeer, MultiplayerSynchronizer
UnityNetcode for GameObjects (NGO) 1.x/2.xUNet / HLAPI: NetworkIdentity, [Command], [SyncVar], NetworkServer, UnityEngine.NetworkingNGO NetworkObject, NetworkBehaviour, NetworkVariable<T>, [Rpc(SendTo.X)]
Unreal5.xreplicating by polling in Tick, skipping WithValidation on gameplay RPCsUPROPERTY(Replicated / ReplicatedUsing=...) + GetLifetimeReplicatedProps, Server/Client/NetMulticast UFUNCTIONs

UNet is removed from modern Unity — do not scaffold it. If a repo genuinely uses Mirror (a community UNet-like fork), say so; this skill targets first-party NGO. In NGO 2.x the unified [Rpc(SendTo.Server)] / [Rpc(SendTo.ClientsAndHost)] attribute is preferred; the older [ServerRpc] / [ClientRpc] still compile (and enforce …ServerRpc / …ClientRpc method-name suffixes) — cover them but prefer the unified form on new code.

Topologies & authority

Pick the topology first; everything else follows from it.

  • Client-server, dedicated server — a headless authoritative process no player controls. The gold standard for competitive/persistent games: one source of truth, hardest to cheat, costs money to run.
  • Client-server, listen server — one player's machine is also the server (host). Cheap, zero infra, but the host has a latency advantage and can tamper; fine for co-op and casual PvP. Design so the same code runs on both (a listen server is a dedicated server that also has a local client).
  • Peer-to-peer — no central authority; peers exchange state directly. Low infra cost and low latency between peers, but NAT traversal is painful, it is the easiest to cheat, and it needs lockstep or a rollback model to stay consistent. Reasonable for small trusted lobbies or deterministic fighting games.

Server-authoritative is the default. The server owns the truth; clients send intent (inputs, requests), never results. Never trust the client: the client cannot set its own health, position, score, currency, or hit results — it asks, the server decides, everyone else observes. A client that says "I moved to X / I did 40 damage / I have 999 gold" is either lagging or cheating; treat both the same. The one thing a client legitimately owns is its own input and, by convention, cosmetic-only state. See references/prediction-and-latency.md for how to keep this responsive.

State replication vs RPCs

Two complementary tools — use the right one:

  • State replication = continuous synchronized values (health, position, ammo, team). The framework watches a variable and pushes changes to relevant peers; late-joiners get the current value automatically. Use for anything a client needs the latest of. It is idempotent and self-healing on packet loss.
  • RPCs (remote procedure calls) = one-shot events ("fire weapon", "play explosion at P", "open door"). Fire-and-forget; a dropped unreliable RPC is simply lost. Use for events, never for state you need to stay consistent — a missed "you died" RPC leaves a client desynced forever; a replicated isDead bool self-corrects.

Rule of thumb: replicate nouns (state), RPC verbs (events). What to replicate: only what other peers must see, at the coarsest rate that still looks right — position/rotation of visible actors, gameplay stats, animation state flags. Do not replicate values a peer can derive locally, purely cosmetic particles, or high-frequency data no one observes.

Ownership / authority decides who may write. Every networked object has an owner (a peer id) and an authority (usually the server). Writes to replicated state must come from the authority; ownership lets a client drive its own pawn's input while the server still validates the outcome. Getting ownership wrong is the #1 cause of "it works for the host but not the client" bugs.

The hard problems

Latency (round-trip time, RTT) is the enemy; jitter and packet loss make it worse. Four techniques, covered in depth in references/prediction-and-latency.md:

  1. Client-side prediction — the owning client applies its own input immediately instead of waiting a full RTT for the server, so local movement feels instant.
  2. Server reconciliation — the server is still authoritative; the client tags each input with a sequence number, and when the authoritative state arrives it replays any inputs the server hadn't processed yet. Mismatch → a correction (the visible "rubber-band"); minimize it, don't hide it.
  3. Snapshot interpolation — remote entities are rendered ~100 ms in the past, interpolating between the last two received snapshots, so other players move smoothly instead of teleporting between updates.
  4. Lag compensation — for hitscan/instant hits, the server rewinds other entities to where the shooter saw them (at the shooter's render time) before testing the hit. Fairer for the shooter; occasionally "shot behind a wall" for the victim. A deliberate tradeoff, not a bug.

Tick rate / netrate: the server simulates at a fixed tick (e.g. 20–64 Hz) and sends state at a send rate that may be lower than its sim rate and decoupled from client render FPS. Never tie gameplay to frame rate on a networked game — simulate on a fixed timestep, interpolate for rendering.

Per-engine mapping

Short form here; full patterns in the references. All snippets are current-API.

Show full SKILL.md (688 more words)Show less
Godot 4.x — high-level multiplayer

ENetMultiplayerPeer for transport, @rpc for events, MultiplayerSynchronizer for state, and MultiplayerSpawner to replicate object spawns. Authority via set_multiplayer_authority(peer_id).

gdscript
# Host / join
func host(port := 9999) -> void:
    var peer := ENetMultiplayerPeer.new()
    peer.create_server(port, 8)
    multiplayer.multiplayer_peer = peer

func join(ip: String, port := 9999) -> void:
    var peer := ENetMultiplayerPeer.new()
    peer.create_client(ip, port)
    multiplayer.multiplayer_peer = peer

# RPC: params are optional and order-free. any_peer lets clients call it;
# authority (default) means only the multiplayer authority may call it.
@rpc("any_peer", "call_local", "reliable")
func request_fire(target: Vector3) -> void:
    if not multiplayer.is_server(): return          # server validates
    var shooter := multiplayer.get_remote_sender_id()
    _resolve_shot(shooter, target)                  # server decides the result
  • set_multiplayer_authority(id) on a node; check with is_multiplayer_authority(). A player scene usually gives its input node authority to the owning peer while the server keeps authority over health.
  • MultiplayerSynchronizer streams a chosen property list (position, etc.) from the authority to peers; set its replication interval and visibility (set_visibility_for(peer, bool)) to scope bandwidth.
  • MultiplayerSpawner replicates instancing of scenes under a path so late peers get existing objects.
  • Details, prediction wiring, and the full player-scene pattern: references/godot-high-level-multiplayer.md.
Unity — Netcode for GameObjects

NetworkObject (the identity, spawned via Spawn()), NetworkBehaviour (networked scripts), NetworkVariable<T> (replicated state), and RPCs. NetworkManager.Singleton.StartHost/StartServer/StartClient.

csharp
public class Player : NetworkBehaviour {
    // Default perms: everyone reads, only the SERVER writes → authoritative health.
    public NetworkVariable<int> Health = new(100);

    [Rpc(SendTo.Server)]                       // client → server: an intent
    void FireRpc(Vector3 target) {
        // runs on the server; validate, then apply and let NetworkVariables replicate the result
        ResolveShot(OwnerClientId, target);
    }

    [Rpc(SendTo.ClientsAndHost)]               // server → everyone: an event
    void PlayMuzzleFxRpc(Vector3 at) { /* cosmetic only */ }
}
  • Ownership/role: IsOwner, IsServer, IsClient, IsHost, OwnerClientId. Only owners should send owner-intent RPCs; the server validates regardless.
  • NetworkVariable<T>(value, readPerm, writePerm) — NetworkVariableWritePermission.Server (default) vs .Owner; subscribe via OnValueChanged. Use NetworkTransform for pos/rot sync.
  • Prefer the unified [Rpc(SendTo.X)]; legacy [ServerRpc]/[ClientRpc] still work but need the method-name suffixes. Full patterns: references/unity-and-unreal-netcode.md.
Unreal — Actor replication

Set AActor::bReplicates = true (or SetReplicates(true)). Replicate properties with UPROPERTY and register them in GetLifetimeReplicatedProps; use RPC UFUNCTION specifiers for events.

cpp
UPROPERTY(ReplicatedUsing = OnRep_Health)   // RepNotify fires on clients when it changes
float Health = 100.f;

UFUNCTION(Server, Reliable, WithValidation)  // client → server intent (+ validation)
void ServerFire(FVector Target);

UFUNCTION(NetMulticast, Unreliable)          // server → all: cosmetic event
void MulticastMuzzleFx(FVector At);

void AMyPawn::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& Out) const {
    Super::GetLifetimeReplicatedProps(Out);
    DOREPLIFETIME(AMyPawn, Health);          // or DOREPLIFETIME_CONDITION for push/owner-only
}
  • Authority check: HasAuthority() (server or standalone); roles ROLE_Authority, ROLE_AutonomousProxy (the owning client), ROLE_SimulatedProxy (observed elsewhere).
  • Relevancy keeps bandwidth sane: NetCullDistanceSquared, bAlwaysRelevant, IsNetRelevantFor, and dormancy (SetNetDormancy) stop replicating actors a client can't perceive. Movement replicates via CharacterMovementComponent, which already does prediction+reconciliation for you.
  • RepNotify vs Multicast, GAS/Network Prediction notes: references/unity-and-unreal-netcode.md.

Security / anti-cheat basics

  • Validate every client input on the server — bounds-check movement deltas, cooldowns, line-of-sight, and resource costs. Reject the impossible; never assume a well-behaved client.
  • Send a client only what it may know. Don't replicate enemy positions through walls (wallhack fuel), full inventories of others, or hidden RNG seeds — scope with relevancy/visibility.
  • Rate-limit and sanity-check RPCs; a client spamming ServerFire faster than the weapon allows is caught by server-side cooldowns, not client-side ones.
  • Encryption/DTLS stops packet tampering on the wire but does not stop a modified client — only server authority does. Treat anti-cheat as defense in depth, not a product this skill ships.

Testing multiplayer locally

  • Godot: enable Debug → Run Multiple Instances (2–4 windows) to host+join on one machine.
  • Unity: Multiplayer Play Mode (or ParrelSync) runs several virtual players from one project; Network Simulator injects latency/loss.
  • Unreal: PIE Number of Players + Net Mode (Play As Listen Server / Client), and Net PktLag / packet-emulation console vars to fake latency.
  • Always test with simulated latency and packet loss, not just on localhost — localhost hides every prediction/reconciliation bug. Test the client path, not only the host's.

Anti-patterns

Anti-patternWhy it bitesDo instead
Writing net code before the topology is chosenAuthority and cost model change everything downstreamPick dedicated / listen / P2P first, and make the same code run on server and listen host
Trusting a client-reported result (health, position, score, hit)That is the cheat surface, and lag looks identical to cheatingClients send intent only; the server validates and owns all gameplay state
RPCing state that must stay consistentA dropped unreliable event desyncs that client permanentlyReplicate nouns (state), RPC verbs (events) — replicated values self-correct
Ownership/authority left implicitThe #1 cause of "works for the host, breaks for the client"Set authority/ownership explicitly on spawn
Forgetting the listen-server host is also a clientAuthority-only logic double-executes on the hostGuard it behind is_server() / HasAuthority()
Making the owning client wait a full RTT for its own inputMovement feels sluggish and unresponsivePredict locally + reconcile; snapshot-interpolate remote entities
Client-side hit detection for hitscanTrivially spoofed, and unfair to the higher-ping shooterServer-side lag compensation: rewind to the shooter's render time
Tying simulation to render FPSSim diverges between machines at different frame ratesFixed timestep on the sim, interpolate on the render
Replicating everything, every tick, to everyoneMelts bandwidth and leaks wallhack fuelScope by relevancy/visibility and send rate; rate-limit RPCs
Testing only on localhost0 ms RTT masks the exact desync/rubber-band bugs players will hitInject latency + packet loss across instances, exercising the client path
Emitting UNet/HLAPI, Godot 3.x master/puppet/rset, or Tick-polled Unreal replicationRemoved or legacy — it will not compile or will silently underperformThe current APIs in the version contract above

© ericrisco, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in skills/gamedev-multiplayer of ericrisco/rsc-harness.

  • SKILL.md
  • evals/README.md
  • evals/cases.yaml
  • references/godot-high-level-multiplayer.md
  • references/prediction-and-latency.md
  • references/unity-and-unreal-netcode.md

Open the folder on GitHubat commit e3d5b33

Compare with similar skills

Gamedev Multiplayer next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Gamedev Multiplayer compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Gamedev Multiplayer this skillericrisco/rsc-harness167—~3.9kAutomated safety check: PassMIT
Godot Server Architecturethedivergentai/GD-Agentic-Skills809—~2.9kAutomated safety check: PassLGPL-3.0
Godot Adapt Single To Multiplayerthedivergentai/GD-Agentic-Skills809—~3.3kAutomated safety check: PassLGPL-3.0
Godot Genre Fightingthedivergentai/GD-Agentic-Skills809—~3.8kAutomated safety check: PassLGPL-3.0
Godot Multiplayer Networkingthedivergentai/GD-Agentic-Skills809—~3.2kAutomated safety check: PassLGPL-3.0
Godot Multiplayergamedev-skills/awesome-gamedev-agent-skills1.4k—~1.6kAutomated safety check: PassApache-2.0

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Works with

Questions about Gamedev Multiplayer

What does Gamedev Multiplayer do?

A skill your agent uses when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag…. Gamedev Multiplayer is an agent skill from ericrisco/rsc-harness. Use when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag compensation, plus Godot 4 / Unity NGO / Unreal wiring.

When should I use Gamedev Multiplayer?

Gamedev Multiplayer fits situations like: adding multiplayer; netcode to a game — client-server vs P2P; server authority and anti-cheat; state replication vs RPCs.

How do I install Gamedev Multiplayer in Claude Code?

Run `npx skills add ericrisco/rsc-harness --skill gamedev-multiplayer -a claude-code`. Or copy the skill folder (skills/gamedev-multiplayer in ericrisco/rsc-harness) into .claude/skills/gamedev-multiplayer in your project. Claude Code loads it when a task matches its description.

How do I install Gamedev Multiplayer in Codex?

Run `npx skills add ericrisco/rsc-harness --skill gamedev-multiplayer -a codex`. Or copy the skill folder (skills/gamedev-multiplayer in ericrisco/rsc-harness) into .agents/skills/gamedev-multiplayer in your project. Codex loads it when a task matches its description.

Can I use Gamedev Multiplayer in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ericrisco/rsc-harness --skill gamedev-multiplayer -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gamedev-multiplayer, .gemini/skills/gamedev-multiplayer, .github/skills/gamedev-multiplayer and .opencode/skills/gamedev-multiplayer in your project.

What does Gamedev Multiplayer need to run?

SKILL.md names no scripts, command-line tools or credentials: Gamedev Multiplayer is instructions for the agent only.

Does Gamedev Multiplayer access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Gamedev Multiplayer safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Gamedev Multiplayer use?

Gamedev Multiplayer is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Gamedev Multiplayer use?

About 3.9k tokens (SKILL.md is roughly 16k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.1k tokens, read only when the agent opens those files.

What are the alternatives to Gamedev Multiplayer?

Skills that share tags, products or a category with Gamedev Multiplayer: Godot Server Architecture (thedivergentai/GD-Agentic-Skills, 809 stars), Godot Adapt Single To Multiplayer (thedivergentai/GD-Agentic-Skills, 809 stars), Godot Genre Fighting (thedivergentai/GD-Agentic-Skills, 809 stars) and Godot Multiplayer Networking (thedivergentai/GD-Agentic-Skills, 809 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Gamedev Multiplayer?

ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 167 GitHub stars. The repository holds 227 skills in this directory. The repository was last updated on October 7, 2026.

Source: ericrisco/rsc-harness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.