Install the "dedicated-server" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dedicated-server into .claude/skills/dedicated-server/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dedicated-server", then confirm the skill loads.
Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Type this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
skills CLI
$ npx skills add jame581/GodotPrompter --skill dedicated-server -a codex
Project install goes to .agents/skills/; add -g for ~/.codex/skills/.
Install the "dedicated-server" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dedicated-server into .agents/skills/dedicated-server/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dedicated-server", then confirm the skill loads.
Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add jame581/GodotPrompter --skill dedicated-server -a cursor
Project install goes to .agents/skills/; add -g for ~/.cursor/skills/.
Install the "dedicated-server" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dedicated-server into .cursor/skills/dedicated-server/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dedicated-server", then confirm the skill loads.
Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
skills CLI
$ npx skills add jame581/GodotPrompter --skill dedicated-server -a gemini-cli
Project install goes to .agents/skills/; add -g for ~/.gemini/skills/.
Install the "dedicated-server" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dedicated-server into .gemini/skills/dedicated-server/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dedicated-server", then confirm the skill loads.
Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Installs for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
skills CLI
$ npx skills add jame581/GodotPrompter --skill dedicated-server -a github-copilot
Project install goes to .agents/skills/; add -g for ~/.copilot/skills/.
Install the "dedicated-server" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dedicated-server into .github/skills/dedicated-server/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dedicated-server", then confirm the skill loads.
GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add jame581/GodotPrompter --skill dedicated-server -a opencode
OpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
Install the "dedicated-server" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dedicated-server into .opencode/skills/dedicated-server/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dedicated-server", then confirm the skill loads.
OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Facts
Skill name
dedicated-server
GitHub stars
795
Token cost
~2.9k tokens
SKILL.md length
892 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT
At a glance
A skill your agent uses when building dedicated servers — headless export, server architecture, lobby management, and deployment
Works in 8 steps: Headless Export → Server Architecture → Checklist → …
Building dedicated servers — headless export
SKILL.md covers 1. Headless Export, 2. Server Architecture, 7. Checklist and 3. Lobby System, plus 4 more sections
Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
What it does
Dedicated Server is an agent skill from jame581/GodotPrompter. Use when building dedicated servers — headless export, server architecture, lobby management, and deployment
Its SKILL.md is about 2.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/deployment.md`, `references/lobby-management.md` and `references/match-flow.md`).
It sits in Game Development, covering Game development. It works with Godot and Linux. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
When your agent uses it
Building dedicated servers — headless export
Server architecture
Lobby management
Example prompts
“/dedicated-server”
Requirements
Docker
Workflow steps
8 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. 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 and csharp).
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
Dedicated Server loads about 2.9k tokens when it runs, and up to ~9.1k if it reads all its reference files. Until then it costs about 31 tokens; SKILL.md has 892 words of instructions outside code blocks.
Always· name and description, kept in context so the agent knows when to use it
~31
When it runs· the whole SKILL.md, loaded when a task matches
~2.9k
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.
Download SKILL.mdSave it as .claude/skills/dedicated-server/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
dedicated-server
description
Use when building dedicated servers — headless export, server architecture, lobby management, and deployment
Dedicated Server in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows.
Related skills: See multiplayer-basics for ENet setup, RPCs, and authority model. See multiplayer-sync for state synchronization and interpolation.
1. Headless Export
A dedicated server runs without a display, GPU, or audio device. Godot supports this through the --headless flag and a dedicated export preset.
--headless Flag
Pass --headless on the command line to suppress the display and audio drivers at runtime:
./my_game.x86_64 --headless
This is distinct from the server platform — --headless is a runtime flag that works on any exported binary. The server export template strips rendering entirely from the binary, reducing its size.
Server Export Preset
In the Godot editor, create a dedicated Linux/X11 (or Linux Server) export preset:
Open Project → Export.
Add a Linux/X11 preset and name it Linux Server.
Under Options → Binary, enable Export As Dedicated Server (Godot 4.2+). This uses the server export template that omits rendering and audio code.
Under Resources, use the Exclude list to strip client-only assets (shaders, high-res textures, audio files) from the server PCK.
Feature Tags
Use OS.has_feature() to branch between server and client code at runtime. Define a custom server feature in the export preset (Project Settings → Export → Custom Features) or rely on the built-in dedicated_server feature that the server template sets automatically:
gdscript
# boot.gd — autoload, runs before any scene loads
extends Node
func _ready() -> void:
if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
# Disable rendering-dependent systems
RenderingServer.set_render_loop_enabled(false)
# Start server logic
ServerBootstrap.start()
else:
# Start client logic
ClientBootstrap.start()
csharp
// Boot.cs — autoload, runs before any scene loads.
using Godot;
public partial class Boot : Node
{
public override void _Ready()
{
if (OS.HasFeature("dedicated_server") || DisplayServer.GetName() == "headless")
{
// Disable the render loop. The window is invisible but the engine still ticks.
RenderingServer.SetRenderLoopEnabled(false);
ServerBootstrap.Start();
}
else
{
ClientBootstrap.Start();
}
}
}
Note: the export preset configuration (custom features, exclude list, "Export As Dedicated Server" flag) is identical regardless of language — see the GDScript section above for preset settings.
Feature tag summary:
Tag
Set by
Notes
dedicated_server
Server export template
Most reliable way to detect a server binary
headless
--headless CLI flag
Set at runtime, not baked into the binary
Custom server
Your export preset's Custom Features
Useful when sharing a binary between roles
2. Server Architecture
Game Loop Without Rendering
On a headless server, _process and _physics_process still run normally — but nothing is rendered. Keep all server logic in _physics_process for deterministic, fixed-rate updates.
GDScript
gdscript
# server_main.gd — add as autoload named ServerMain
extends Node
## Physics frames per second — matches Project Settings → Physics → Common → Physics Ticks Per Second.
## Override via --tick-rate CLI argument (see Section 5).
var tick_rate: int = 60
## Current server tick counter.
var server_tick: int = 0
func _ready() -> void:
# Guard: this node does nothing on the client.
if not _is_server():
set_process(false)
set_physics_process(false)
return
Engine.physics_ticks_per_second = tick_rate
print("[Server] Started — tick rate: %d Hz" % tick_rate)
func _physics_process(_delta: float) -> void:
server_tick += 1
_tick_game_logic()
func _tick_game_logic() -> void:
# All authoritative game simulation goes here.
# Never reference Camera, CanvasLayer, or any rendering node from this path.
pass
## Returns true when this process is acting as the authoritative server.
func _is_server() -> bool:
# Covers both: dedicated binary and hosted listen-server.
return multiplayer.is_server()
Server-Only Logic Separated from Client
Structure your scenes so server-only nodes are in a dedicated branch and skipped on clients:
gdscript
# world.gd
extends Node
@onready var server_systems: Node = $ServerSystems # physics, AI, scoring
@onready var client_systems: Node = $ClientSystems # camera, HUD, audio
func _ready() -> void:
# Disable server systems on clients and vice versa.
server_systems.set_process_mode(
PROCESS_MODE_ALWAYS if multiplayer.is_server() else PROCESS_MODE_DISABLED
)
client_systems.set_process_mode(
PROCESS_MODE_DISABLED if multiplayer.is_server() else PROCESS_MODE_ALWAYS
)
Engine.is_editor_hint() + is_server Checks
Use these guards at the top of scripts that must behave differently in the editor, on the server, and on clients:
gdscript
func _ready() -> void:
if Engine.is_editor_hint():
return # Skip all runtime setup in editor preview
if multiplayer.is_server():
_server_init()
else:
_client_init()
func _server_init() -> void:
print("[Server] Initializing authoritative state")
func _client_init() -> void:
print("[Client] Initializing local presentation layer")
C#
csharp
// ServerMain.cs — add as autoload named ServerMain
using Godot;
public partial class ServerMain : Node
{
/// <summary>Physics ticks per second. Override via --tick-rate CLI argument.</summary>
public int TickRate { get; set; } = 60;
/// <summary>Current server tick counter.</summary>
public int ServerTick { get; private set; }
public override void _Ready()
{
if (!IsServer())
{
SetProcess(false);
SetPhysicsProcess(false);
return;
}
Engine.PhysicsTicksPerSecond = TickRate;
GD.Print($"[Server] Started — tick rate: {TickRate} Hz");
}
public override void _PhysicsProcess(double delta)
{
ServerTick++;
TickGameLogic();
}
private void TickGameLogic()
{
// All authoritative game simulation goes here.
}
private bool IsServer() => Multiplayer.IsServer();
}
csharp
// World.cs
using Godot;
public partial class World : Node
{
[Export] private Node _serverSystems = null!;
[Export] private Node _clientSystems = null!;
public override void _Ready()
{
if (Engine.IsEditorHint()) return;
_serverSystems.ProcessMode = Multiplayer.IsServer()
? ProcessModeEnum.Always
: ProcessModeEnum.Disabled;
_clientSystems.ProcessMode = Multiplayer.IsServer()
? ProcessModeEnum.Disabled
: ProcessModeEnum.Always;
}
}
7. Checklist
Export preset uses the server export template (dedicated_server feature is set automatically)
Client-only assets (shaders, audio, high-res textures) are excluded from the server PCK
Boot script checks OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless" to branch server vs client startup
RenderingServer.set_render_loop_enabled(false) called on the server to prevent any render work
Server-only nodes use PROCESS_MODE_DISABLED on clients; client-only nodes use PROCESS_MODE_DISABLED on the server
Engine.is_editor_hint() guard at the top of _ready() in every script that has side effects
ServerConfig parses --port, --max-players, --tick-rate from CLI args before _ready() of other autoloads
Config file loading falls back gracefully when server.cfg does not exist
Environment variables (SERVER_PORT, SERVER_MAX_PLAYERS, SERVER_TICK_RATE) are applied after config file, before CLI args
LobbyManager.player_list size is checked against max_players before accepting a new peer
Peer is kicked via RPC before closing if the lobby is full
Ready states are reset when MatchState returns to LOBBY so players must re-confirm each round
MatchManager only runs _physics_process on the server (SetPhysicsProcess(false) on clients)
Countdown and results timers are driven by _physics_process delta, not Timer nodes (avoids scene dependency)
Dockerfile copies both the binary and the .pck file to the image
UDP port is opened in the VPS firewall before the first test run
systemd service has Restart=on-failure so the server recovers from crashes automatically
Logs are routed to the systemd journal and inspectable with journalctl -u <service> -f
Show full SKILL.md (292 more words)Show less
3. Lobby System
A per-player state dictionary keyed by peer_id is the canonical pattern. Server holds the authoritative dict; clients receive updates via RPC. Implement a --max-players CLI cap and a ready-toggle RPC so all peers can confirm before starting.
See references/lobby-management.md for the full GDScript and C# lobby implementation (player_list dict, max-players cap, ready toggle RPC, broadcast pattern).
4. Match Flow
Drive lobby → countdown → in-game → results with a state machine. Server is authoritative — clients only receive state-change RPCs. Common states: LOBBY, COUNTDOWN, IN_GAME, RESULTS.
See references/match-flow.md for the full state machine with countdown/results timers and GDScript + C# implementations.
5. Server Configuration
Parse CLI flags from OS.get_cmdline_args() for --port, --max-players, --tick-rate, --log-level. Pre-set Engine.physics_ticks_per_secondbefore the first physics frame; reading and writing the others is straightforward match / switch work.
See references/server-config.md for the GDScript and C# argument-parsing helper that reads all four flags safely at startup.
6. Deployment
A Linux VPS with a Dockerfile and systemd service file is the standard production layout. The Dockerfile bundles the headless export template, the exported PCK, and the .NET runtime (for C# projects). systemd handles auto-restart, log rotation via journald, and resource limits.
See references/deployment.md for the Dockerfile, the Linux VPS setup steps, the systemd unit file, and log-rotation configuration.
7. Checklist
Headless export preset created and dedicated_server feature tag added
RenderingServer.set_render_loop_enabled(false) (and audio bus muted) when OS.has_feature("dedicated_server") is true
Server-side autoloads check multiplayer.is_server() before initializing systems
CLI args parsed at startup for port, max-players, tick-rate, log-level
Lobby state lives only on the server; clients receive updates via RPC
Match-flow state machine has explicit transitions and a single source of truth (server)
Production deployment uses systemd or Docker for auto-restart and log rotation
Headless build is exported with Export with Debug off in production presets
Dedicated Server 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.
Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web…
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
A skill your agent uses when building dedicated servers — headless export, server architecture, lobby management, and deployment. Dedicated Server is an agent skill from jame581/GodotPrompter.
When should I use Dedicated Server?
Dedicated Server fits situations like: building dedicated servers — headless export; server architecture; lobby management.
How do I install Dedicated Server in Claude Code?
Run `npx skills add jame581/GodotPrompter --skill dedicated-server -a claude-code`. Or copy the skill folder (skills/dedicated-server in jame581/GodotPrompter) into .claude/skills/dedicated-server in your project. Claude Code loads it when a task matches its description.
How do I install Dedicated Server in Codex?
Run `npx skills add jame581/GodotPrompter --skill dedicated-server -a codex`. Or copy the skill folder (skills/dedicated-server in jame581/GodotPrompter) into .agents/skills/dedicated-server in your project. Codex loads it when a task matches its description.
Can I use Dedicated Server 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 jame581/GodotPrompter --skill dedicated-server -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/dedicated-server, .gemini/skills/dedicated-server, .github/skills/dedicated-server and .opencode/skills/dedicated-server in your project.
What does Dedicated Server need to run?
SKILL.md names no scripts, command-line tools or credentials: Dedicated Server is instructions for the agent only. Our summary lists: Docker.
Does Dedicated Server 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 Dedicated Server 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 Dedicated Server use?
Dedicated Server 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 Dedicated Server use?
About 2.9k tokens (SKILL.md is roughly 12k 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 6.2k tokens, read only when the agent opens those files.
What are the alternatives to Dedicated Server?
Skills that share tags, products or a category with Dedicated Server: Godot Platform Desktop (thedivergentai/GD-Agentic-Skills, 809 stars), Godot Export (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars), Godot Export Builds (thedivergentai/GD-Agentic-Skills, 809 stars) and Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Who maintains Dedicated Server?
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 795 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.
Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.