authoring-godot-prompt…
Use when writing or editing a SKILL.md, a skill's references/*.md, or an agent definition in this repo — required frontmatter,…
Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
Claude Code
$ npx -y skills add jame581/GodotPrompter --skill multiplayer-sync --agent claude-code
Codex
$ npx skills add jame581/GodotPrompter --skill multiplayer-sync -a codex -y
Cursor
$ npx skills add jame581/GodotPrompter --skill multiplayer-sync -a cursor -y
Gemini CLI
$ npx skills add jame581/GodotPrompter --skill multiplayer-sync -a gemini-cli -y
GitHub Copilot
$ npx skills add jame581/GodotPrompter --skill multiplayer-sync -a github-copilot -y
OpenCode
$ npx skills add jame581/GodotPrompter --skill multiplayer-sync -a opencode -y
Windsurf
$ npx skills add jame581/GodotPrompter --skill multiplayer-sync -a windsurf -y
name: multiplayer-sync description: Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **multiplayer-basics** for ENet setup, RPCs, and authority model, **dedicated-server** for headless export and deployment, **physics-system** for physics interpolation and RigidBody synchronization.
---
`MultiplayerSynchronizer` is Godot's built-in node for replicating properties across the network. Add it as a child of the node whose state you want to share.
1. Select the `MultiplayerSynchronizer` node in the scene tree. 2. In the Inspector, open **Replication** and click **Add Property**. 3. Pick the parent node path and property name (e.g. `position`, `velocity`). 4. Set **Sync** (send every interval) or **Spawn** (send only on spawn) per property. 5. Set the **Replication Interval** (seconds). `0` means every network process frame (the multiplayer API polls once per process frame, not per physics tick).
| Property | Description | |---|---| | `replication_interval` | Seconds between full sync updates. `0` (default) = every network process frame | | `delta_interval` | Seconds between delta sync updates. `0` (default) = every network process frame | | `public_visibility` | When `true`, updates go to all peers (default) | | `add_visibility_filter(callable)` | Method, not a property: adds a `Callable` that takes a peer ID and returns `true` if that peer should receive updates |
| Mode | How It Works | Best For | |---|---|---| | **Full sync** | Sends every "Always" property every `replication_interval`, unreliably | Continuously changing values (position, velocity) | | **Delta sync** | Sends the "On Change" properties that changed, every `delta_interval`, reliably | Values that change rarely but must arrive (health, state) |
Each property uses one mode, so the two intervals govern different property sets — `replication_interval` is not a full-state refresh of the "On Change" properties.
# Only send updates to peers within 500 units of this object.
func _ready() -> void:
$MultiplayerSynchronizer.add_visibility_filter(_is_peer_in_range)
func _is_peer_in_range(peer_id: int) -> bool:
var peer_player := _get_player_node(peer_id)
if peer_player == null:
return false
return global_position.distance_to(peer_player.global_position) <= 500.0// Only send updates to peers within 500 units of this object.
public override void _Ready()
{
var sync = GetNode<MultiplayerSynchronizer>("MultiplayerSynchronizer");
sync.AddVisibilityFilter(Callable.From<int, bool>(IsPeerInRange));
}
private bool IsPeerInRange(int peerId)
{
var peerPlayer = GetPlayerNode(peerId);
if (peerPlayer is null)
return false;
return GlobalPosition.DistanceTo(peerPlayer.GlobalPosition) <= 500.0f;
}---
Sync the minimal state needed to reconstruct the visual on remote peers. Typical properties:
| Property | Type | Notes | |---|---|---| | `position` | `Vector2` / `Vector3` | Core transform — sync every frame or use interpolation | | `velocity` | `Vector2` / `Vector3` | Helps remote prediction stay ahead of position snaps | | `health` | `int` / `float` | Sync reliably on change; delta sync is ideal | | `animation_state` | `String` / `int` | Sync on change; use an enum int to save bandwidth | | `is_crouching` | `bool` | Low-change boolean; delta sync or RPC on change |
# synced_player.gd
extends CharacterBody2D
## Sync interval in seconds — exposed so designers can tune per object type.
@export var sync_interval: float = 0.05 # 20 Hz
@export var speed: float = 200.0
# These properties are listed in the MultiplayerSynchronizer replication config.
var synced_position: Vector2 = Vector2.ZERO
var synced_velocity: Vector2 = Vector2.ZERO
var synced_health: int = 100
var synced_anim: int = 0 # 0 = idle, 1 = run, 2 = jump
@onready var _sync: MultiplayerSynchronizer = $MultiplayerSynchronizer
func _ready() -> void:
_sync.replication_interval = sync_interval
# Only the authority (owner) drives movement.
set_physics_process(is_multiplayer_authority())
func _physics_process(_delta: float) -> void:
# Authority: write canonical state so MultiplayerSynchronizer can replicate it.
synced_position = global_position
synced_velocity = velocity
synced_anim = _compute_anim_state()// SyncedPlayer.cs
using Godot;
public partial class SyncedPlayer : CharacterBody2D
{
/// <summary>Sync interval in seconds. Exposed so designers can tune per object type.</summary>
[Export] public float SyncInterval { get; set; } = 0.05f; // 20 Hz
[Export] public float Speed { get; set; } = 200.0f;
// These properties are listed in the MultiplayerSynchronizer replication config.
public Vector2 SyncedPosition { get; set; } = Vector2.Zero;
public Vector2 SyncedVelocity { get; set; } = Vector2.Zero;
public int SyncedHealth { get; set; } = 100;
public int SyncedAnim { get; set; } = 0; // 0=idle, 1=run, 2=jump
private MultiplayerSynchronizer _sync = null!;
public override void _Ready()
{
_sync = GetNode<MultiplayerSynchronizer>("MultiplayerSynchronizeAgentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
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