Multiplayer logo

Multiplayer

Organization
SummerEngine
multiplayer

Start here for Summer multiplayer: how authority, clients, Worlds and Sessions fit, and what comes next.

Overview

PublisherSummerEngine
Repositorysummer
Skill namemultiplayer
Stars
91
Forks
8
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by SummerEngine on GitHub. Read the source before you install it.

Installation

Install the Multiplayer AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/SummerEngine/summer/tree/main/library/skills/multiplayer
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/multiplayer .claude/skills/multiplayer
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Multiplayer in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Multiplayer on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Multiplayer is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

/multiplayer — how Summer multiplayer works

Read this first, whatever the user asked for: "multiplayer", "co-op", "PvP", "online", "play with friends", "lobby", "peer-to-peer", "host a game", "netcode", "sync players". It explains the model in one page and sends you to the skill that builds the next piece.

The picture

A Summer multiplayer game is one project with two entry scenes:

  • the client scene, which every player runs: input, camera, visuals, UI;
  • the authority scene, which runs headless as the match server and owns the rules.
text
   each player's device                   Summer hosting (or Local Play)
  ┌──────────────────────┐  my pose       ┌──────────────────────────────┐
  │ client scene         │ ─────────────► │ authority scene = one World  │
  │ moves its own player │  "collect"     │ checks every pose and request│
  │ draws everyone else  │ ─────────────► │ owns score, doors, items...  │
  │                      │ ◄───────────── │                              │
  └──────────────────────┘  state, events └──────────────────────────────┘
  • A running match is a World. Summer starts one authority for it; the game declares what a World is in world.json (a WorldDefinition).
  • A player joins with Summer.client.join(...) and gets a verified Session: their seat in that World, with a verified player identity.
  • Players find a World through a queue in summer.build.json. Hosted, Summer's matchmaking fills it; locally, Local Play starts the authority and N clients on your machine.
  • The same code runs locally and hosted. No if server, no local-only branches, no IP addresses.

There is no player-hosted server, so there is no host migration, and a player quitting never ends the match for the others.

How data moves

Both sides load one network composition (network/composition.tres). It declares every stream the game uses, and a Spawner node attaches it to the World:

You wantUseWho writes itSkill
My character movesOwner-written State group, one per playerthat player's client; the authority checks each posemultiplayer-movement
Everyone sees the score, a door, the round timerAuthority-written State group, World audiencethe authoritymultiplayer-state
Only I see my wallet, hand, inventoryAuthority-written State group, target-Session audiencethe authoritymultiplayer-state
A player wants to buy, open, collect, ready upCommandclient asks, authority accepts or refusesmultiplayer-state
A one-off effect (sparkle, sound, hit flash)Eventthe authoritymultiplayer-state

State is retained, so a late joiner gets the current value. Commands carry the sender's verified Session. Events are fire-and-forget.

The rules

  1. Each client moves its own character. Movement feels instant on every connection. The authority accepts or refuses each pose, and a refused pose snaps the player back.
  2. The authority owns every other fact. Clients never change shared state; they send a Command and show the result.
  3. Identity comes from the Session, never from a field a client sent.
  4. Never use the stock high-level multiplayer API in a Summer game: no @rpc, MultiplayerSynchronizer, MultiplayerSpawner, ENetMultiplayerPeer, multiplayer.is_server() or peer-ID branches. Their sender ids are transport peers, not verified players. Late joiners miss state, and the game cannot use Summer hosting, matchmaking or identity.
  5. Test under a bad network before calling anything done: Local Play with latency, jitter and loss (multiplayer-testing).

Words

WordMeaning
GameYour game on Summer; its id is gameId in summer.build.json. Summer.initialize() takes no ID: Summer knows which game is running
WorldOne running match or shared place, simulated by one authority
WorldDefinitionworld.json: which scenes run the client and the authority, lifetime, persistence
QueueHow players find a World; declared in summer.build.json
SessionOne player's verified seat in a World
CompositionThe network contract both sides load: State streams, Command and Event streams
State groupOne retained value (a pose, a scoreboard); one writer, an audience
CommandA request from a client, answered by the authority
EventA one-off message from the authority
Local PlayRuns the authority and N clients locally, with optional network emulation

Build it in this order

Each skill continues the same small game, so their code fits together:

  1. multiplayer-project: the files, both entry scenes, joining, and a first Local Play run.
  2. multiplayer-movement: each player moves their own character; others see it smoothly; the authority checks every pose.
  3. multiplayer-state: score, doors, private inventories, Commands and Events.
  4. multiplayer-testing: Local Play under latency and loss, bots, and what a passing run must show.
  5. multiplayer-publish: export the summer.games bundle and upload it as a Build.
  6. release-readiness: before players get a version, prove the server starts its authority scene and a real online join works.

Add Summer services

SkillWhat it addsWorks in Local Play?
summer-matchmakingQueues, match sizes, teams, the accept prompt, join failuresYes, without the accept prompt
summer-match-resultsEnding a match: winners, losers, rating changesYes
summer-leaderboardsRatings and Game-wide leaderboardsPartly; reading boards needs hosting
summer-partiesFriends queue together as a partyNo, hosted only
summer-friendsThe player's Summer friends and direct messagesNo, hosted only
summer-player-dataProgress that follows the player to any WorldYes, stored on disk
summer-world-savesWorlds that persist between sessionsYes, in memory
summer-world-chatText chat inside a WorldNo, hosted only
summer-storeSelling items for Sparks, owned itemsItems yes; the store is hosted only
summer-analyticsGame events for your analytics dashboardNo, hosted only

What people ask for, and what Summer does

They ask forOn Summer
"One player hosts", peer-to-peerA headless authority per match, started by Summer or by Local Play
Host migrationNot needed: no player is the authority
Join by IP, invite code, server browserNot available. Players join a queue; friends join as a party (summer-parties)
A lobbyA queue with minPlayers/maxPlayers and an accept prompt (summer-matchmaking)
"Sync the player's position"An owner-written pose group (multiplayer-movement)
"Tell everyone the door opened"An authority-written State group (multiplayer-state)
"The client asks the host to buy something"A Command validated with the verified Session (multiplayer-state)
Save progressPlayer data for the player, World saves for the place (summer-player-data, summer-world-saves)

Start

Check what exists: summer.build.json, world.json, network/, authority/, client/.

  • None of them: start with multiplayer-project.
  • They exist: pick the skill for the piece you need from the tables above.
  • The game already uses @rpc or MultiplayerSynchronizer: tell the user it needs moving to Summer's networking. Then follow multiplayer-project and port one system at a time: movement first, then state.

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.

In this skillCommand
summer_get_scene_treesummer engine get-scene-tree
summer_get_script_errorssummer engine get-script-errors
summer_project_settingsummer engine project-setting

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Multiplayer AI skill do?

Start here for Summer multiplayer: how authority, clients, Worlds and Sessions fit, and what comes next.

Why use Multiplayer on TypingMind?

Because you install it once and use it with any model. Multiplayer is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Multiplayer in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/multiplayer. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Multiplayer?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Multiplayer?

As many as you like. As long as a model supports skills, you can use Multiplayer with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Multiplayer AI skill free?

Yes. It is published on GitHub by SummerEngine under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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