Godot Admob App Open
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
A skill your agent uses when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
$ npx skills add jame581/GodotPrompter --skill multiplayer-basics -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter multiplayer-basics --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/multiplayer-basics .claude/skills/multiplayer-basics && rm -rf skills-srcUse ~/.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/
Install the "multiplayer-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/multiplayer-basics into .claude/skills/multiplayer-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "multiplayer-basics", 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.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/multiplayer-basicsType 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.
$ npx skills add jame581/GodotPrompter --skill multiplayer-basics -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter multiplayer-basics --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/multiplayer-basics .agents/skills/multiplayer-basics && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "multiplayer-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/multiplayer-basics into .agents/skills/multiplayer-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "multiplayer-basics", 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.
$ npx skills add jame581/GodotPrompter --skill multiplayer-basics -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter multiplayer-basics --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/multiplayer-basics .cursor/skills/multiplayer-basics && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "multiplayer-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/multiplayer-basics into .cursor/skills/multiplayer-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "multiplayer-basics", 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.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/multiplayer-basics--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill multiplayer-basics -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter multiplayer-basics --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/multiplayer-basics .gemini/skills/multiplayer-basics && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "multiplayer-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/multiplayer-basics into .gemini/skills/multiplayer-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "multiplayer-basics", 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.
$ gh skill install jame581/GodotPrompter multiplayer-basicsInstalls 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).
$ npx skills add jame581/GodotPrompter --skill multiplayer-basics -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/multiplayer-basics .github/skills/multiplayer-basics && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "multiplayer-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/multiplayer-basics into .github/skills/multiplayer-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "multiplayer-basics", 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.
$ npx skills add jame581/GodotPrompter --skill multiplayer-basics -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter multiplayer-basics --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/multiplayer-basics .opencode/skills/multiplayer-basics && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "multiplayer-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/multiplayer-basics into .opencode/skills/multiplayer-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "multiplayer-basics", 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.
multiplayer-basicsA skill your agent uses when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
Multiplayer Basics is an agent skill from jame581/GodotPrompter. Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/disconnect-handling.md`, `references/enet-setup.md` and `references/player-join-flow.md`).
It sits in Game Development, covering Game development and Realtime and WebSockets. It works with Godot and C#. 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.
9 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.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Multiplayer Basics loads about 3.1k tokens when it runs, and up to ~6.8k if it reads all its reference files. Until then it costs about 30 tokens; SKILL.md has 858 words of instructions outside code blocks.
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.
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.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 858 words, ~3,073 tokens.
.claude/skills/multiplayer-basics/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows.
Related skills: See multiplayer-sync for state synchronization and interpolation. See dedicated-server for headless export and server deployment.
Godot uses a client-server model built on top of MultiplayerAPI. One peer acts as the server; all others are clients. Every peer has a unique integer ID assigned by the network layer:
| Peer ID | Role |
|---|---|
1 | The server (always) |
2+ | Connected clients — randomly generated unique IDs, not sequential |
Multiplayer authority is the concept of ownership over a node. Only the authoritative peer should read input and drive that node's state. By default the server (peer 1) is the authority for every node. Call set_multiplayer_authority(peer_id) to transfer ownership to a client.
Server (peer 1)
├── Owns game state by default
├── Spawns and validates objects
└── Routes RPCs
Client (peer 2, 3, …)
├── Sends input to server via RPC
└── Receives state updates from serverBoth sides use the same three steps: create an ENetMultiplayerPeer, call create_server(port, max_clients) or create_client(address, port), then assign it to multiplayer.multiplayer_peer and connect the four MultiplayerAPI signals. Check the create_* return value — it returns an Error, and a silent ERR_CANT_CREATE (port already in use) otherwise looks exactly like a hang.
The server is always peer ID 1; clients receive randomly generated unique IDs, so never assume they are sequential.
Full server and client implementations with every signal handler, in GDScript and C#: references/enet-setup.md
@rpc (GDScript) / [Rpc] (C#) marks a method as callable across the network. Choose the mode and transfer settings carefully — they affect both security and performance.
| Mode | Who may call it | Executes on |
|---|---|---|
"authority" (default) | Only the authority peer | The peer(s) it is sent to |
"any_peer" | Any connected peer | The peer(s) it is sent to |
| Mode | Delivery | Order | Use For |
|---|---|---|---|
"reliable" | Guaranteed | In-order | Chat, spawn events, important state |
"unreliable" | Best-effort | Unordered | High-frequency position updates |
"unreliable_ordered" | Best-effort | In-order per channel | Smooth movement streams |
# chat.gd
extends Node
# Any peer can call; server validates then broadcasts to all peers.
@rpc("any_peer", "reliable")
func send_chat_message(text: String) -> void:
if not multiplayer.is_server():
return
var sender_id := multiplayer.get_remote_sender_id()
_broadcast_chat.rpc(sender_id, text)
# Only the authority (server) can call this; runs on every peer.
@rpc("authority", "reliable", "call_local")
func _broadcast_chat(sender_id: int, text: String) -> void:
print("[%d]: %s" % [sender_id, text])
# Client → server: request to spawn an object.
@rpc("any_peer", "reliable")
func request_spawn(scene_path: String, spawn_position: Vector2) -> void:
if not multiplayer.is_server():
return
# Server validates and performs the actual spawn.
var scene: PackedScene = load(scene_path)
if scene == null:
return
var instance := scene.instantiate()
instance.global_position = spawn_position
get_tree().root.add_child(instance)
# High-frequency sync; unreliable_ordered + a channel keeps this off other RPC traffic.
@rpc("authority", "unreliable_ordered", "call_local", 1)
func sync_position(pos: Vector2) -> void:
global_position = posSending to specific peers:
# Send to everyone (including self if call_local is set):
send_chat_message.rpc("Hello!")
# Send to one specific peer:
send_chat_message.rpc_id(target_peer_id, "Hello!")// Chat.cs
using Godot;
public partial class Chat : Node
{
// Any peer can call; executes on the server only.
[Rpc(MultiplayerApi.RpcMode.AnyPeer, TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)]
public void SendChatMessage(string text)
{
if (!Multiplayer.IsServer()) return;
int senderId = Multiplayer.GetRemoteSenderId();
Rpc(MethodName.BroadcastChat, senderId, text);
}
// Authority only; runs on every peer including the caller.
[Rpc(MultiplayerApi.RpcMode.Authority,
CallLocal = true,
TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)]
private void BroadcastChat(int senderId, string text)
=> GD.Print($"[{senderId}]: {text}");
// Client → server: request a spawn.
[Rpc(MultiplayerApi.RpcMode.AnyPeer, TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)]
public void RequestSpawn(string scenePath, Vector2 spawnPosition)
{
if (!Multiplayer.IsServer()) return;
var scene = GD.Load<PackedScene>(scenePath);
if (scene == null) return;
var instance = scene.Instantiate<Node2D>();
instance.GlobalPosition = spawnPosition;
GetTree().Root.AddChild(instance);
}
// High-frequency position sync.
[Rpc(MultiplayerApi.RpcMode.Authority,
CallLocal = true,
TransferMode = MultiplayerPeer.TransferModeEnum.UnreliableOrdered,
TransferChannel = 1)]
public void SyncPosition(Vector2 pos)
=> GlobalPosition = pos;
}Sending to specific peers in C#:
// Broadcast to all:
Rpc(MethodName.SendChatMessage, "Hello!");
// Send to one peer:
RpcId(targetPeerId, MethodName.SendChatMessage, "Hello!");Every node has exactly one authoritative peer — the peer that is permitted to send state updates for that node. Other peers should treat incoming state as read-only.
# player.gd
extends CharacterBody2D
func _ready() -> void:
# multiplayer.get_unique_id() = this peer's ID; server assigns authority during spawn (see Section 6).
pass
func _physics_process(delta: float) -> void:
# Guard: authority-only input and movement.
if not is_multiplayer_authority():
return
var direction := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
velocity = direction * 200.0
move_and_slide()
sync_position.rpc(global_position)
@rpc("authority", "unreliable_ordered", "call_local", 1)
func sync_position(pos: Vector2) -> void:
if not is_multiplayer_authority():
global_position = pos
func print_authority_info() -> void:
print("My peer ID : %d" % multiplayer.get_unique_id())
print("Authority : %d" % get_multiplayer_authority())
print("Am I auth? : %s" % str(is_multiplayer_authority()))// Player.cs
using Godot;
public partial class Player : CharacterBody2D
{
public override void _PhysicsProcess(double delta)
{
// Guard: authority-only input.
if (!IsMultiplayerAuthority()) return;
var direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
Velocity = direction * 200f;
MoveAndSlide();
Rpc(MethodName.SyncPosition, GlobalPosition);
}
[Rpc(MultiplayerApi.RpcMode.Authority,
CallLocal = true,
TransferMode = MultiplayerPeer.TransferModeEnum.UnreliableOrdered,
TransferChannel = 1)]
private void SyncPosition(Vector2 pos)
{
if (!IsMultiplayerAuthority())
GlobalPosition = pos;
}
}API summary:
| Method | Returns | Notes |
|---|---|---|
multiplayer.get_unique_id() | int | This peer's ID |
get_multiplayer_authority() | int | ID of the peer that owns this node |
is_multiplayer_authority() | bool | True if this peer owns this node |
set_multiplayer_authority(id) | void | Transfer ownership; call on the server |
Use MultiplayerSpawner to replicate scene instances across peers. The server adds a child to the spawned node's parent, the spawner mirrors it on every peer with synchronized state. For dynamic spawn paths, configure _spawnable_scenes and call add_child(scene.instantiate()) only on the server.
See references/spawning-networked-objects.md for
MultiplayerSpawnerscene setup and the spawn-on-server flow (GDScript + C#).
The full lobby-join lifecycle: peer connects → server allocates a slot → load lobby scene → spawn player node → broadcast peer-list to all clients → on "start match" RPC, transition all peers to gameplay scene.
See references/player-join-flow.md for the full GDScript and C# implementation (peer-connected handler, slot allocation, lobby state, gameplay transition).
Listen for peer_disconnected(id) on the multiplayer API. On the server: free the disconnected peer's player node and broadcast the updated peer-list. On clients: detect a server-disconnect and route to a reconnect / main-menu screen.
See references/disconnect-handling.md for the timeout detection settings, server-side cleanup, and client-side reconnect flow (GDScript + C#).
| Pitfall | Symptom | Fix |
|---|---|---|
| Calling an RPC on the wrong authority | rpc_id silently ignored; method never runs | Check is_multiplayer_authority() before sending; use "any_peer" only where intentional |
| Desync from unordered RPCs | Positions jitter or snap | Use "unreliable_ordered" for streams; use "reliable" for critical state changes |
Reading input in _process vs _physics_process | Movement desyncs on different frame rates | Always move CharacterBody2D in _physics_process; send sync RPCs from there too |
Not checking is_multiplayer_authority() before input | Every peer controls every player | Add an if not is_multiplayer_authority(): return guard at the top of input handling |
Spawning without MultiplayerSpawner | Object appears on server, missing on clients | Every runtime add_child on the server that should be replicated must go through MultiplayerSpawner.spawn() |
Forgetting call_local on authority RPCs | Server state diverges from its own node | Add "call_local" when the sender also needs to execute the RPC locally |
Using rpc() before the peer is assigned | Crash or silent failure | Assign multiplayer.multiplayer_peer before calling any RPC |
Not stripping res:// scenes from exported builds | Clients can read server-only scripts | Use export_exclude or PCK encryption for sensitive server code |
ENetMultiplayerPeer.create_server() / create_client() return OK before assigning to multiplayer.multiplayer_peerpeer_connected, peer_disconnected, connected_to_server, connection_failedif not is_multiplayer_authority(): returnsync_position RPC are both in _physics_process, not _process"any_peer" only for client → server calls; "authority" for server → clientMultiplayerSpawner configured with all spawnable scenes before the first player joinsset_multiplayer_authority(peer_id) called on the server after each player node is spawnedpeer_disconnected handler frees the player node and removes it from tracking collectionsserver_disconnected handler on clients returns to main menu and nulls multiplayer.multiplayer_peeris_instance_valid() checked before dereferencing any stored node reference in disconnect callbacksrpc() calls made before multiplayer.multiplayer_peer is assigned© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 4 other files (references) in skills/multiplayer-basics of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Multiplayer Basics 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Multiplayer Basics this skilljame581/GodotPrompter | 795 | — | ~3.1k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 632 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Interstitialpoingstudios/godot-admob-plugin | 632 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Godot Admob Native Overlaypoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT |
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy Native Overlay ads (customized/native-looking Control node template overlays) in GDScript and C.
moeru-ai/airi
Apply the Stage Tamagotchi Godot C development method and code style when working in apps/stage-tamagotchi-kirie or its migration predecessor, engines/stage-tamagotchi-godot.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
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.
jame581/GodotPrompter
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.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Categories
A skill your agent uses when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model. Multiplayer Basics is an agent skill from jame581/GodotPrompter.
Multiplayer Basics fits situations like: implementing multiplayer — MultiplayerAPI; ENet/WebSocket peers; authority model.
Run `npx skills add jame581/GodotPrompter --skill multiplayer-basics -a claude-code`. Or copy the skill folder (skills/multiplayer-basics in jame581/GodotPrompter) into .claude/skills/multiplayer-basics in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill multiplayer-basics -a codex`. Or copy the skill folder (skills/multiplayer-basics in jame581/GodotPrompter) into .agents/skills/multiplayer-basics in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill multiplayer-basics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/multiplayer-basics, .gemini/skills/multiplayer-basics, .github/skills/multiplayer-basics and .opencode/skills/multiplayer-basics in your project.
SKILL.md names no scripts, command-line tools or credentials: Multiplayer Basics is instructions for the agent only.
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.
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.
Multiplayer Basics is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.1k 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 3.7k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Multiplayer Basics: Godot Admob App Open (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Banner (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Get Started (poingstudios/godot-admob-plugin, 632 stars) and Godot Admob Interstitial (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.