Multiplayer Project logo

Multiplayer Project

Organization
SummerEngine
multiplayer-project

Set up a Summer multiplayer project: entry scenes, World and queue files, joining, a first Local Play.

Overview

PublisherSummerEngine
Repositorysummer
Skill namemultiplayer-project
Stars
91
Forks
8
Bundled files
2
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.

  • 2 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 Project 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-project
  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-project .claude/skills/multiplayer-project
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Multiplayer Project 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 Project 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 Project 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-project — the files every Summer multiplayer game needs

Step 1 of the multiplayer sequence (multiplayer explains the model). By the end, Local Play starts a headless authority and two clients. Each client joins through the game's own Summer.client.join, and every client sees one player per joined player.

The example game is Courtyard. The later skills (multiplayer-movement, multiplayer-state) continue it, so keep its names until the user's own game replaces them. Every file below was run as shown with Local Play; files.md has all of them complete, scenes included.

1. Ask, then state the plan

  1. What is the game called? Its id is game_<name>: lowercase letters, digits, _, . or -.
  2. How many players per match? Summer measures up to 16.
  3. Which platforms: iOS, macOS, Windows?

State the plan before writing anything:

I'll add Summer multiplayer: a client scene and a headless authority scene, a World and a queue for 2–8 players, a network composition, and Local Play to test it. Each folder holds one side: client/, authority/, network/ (shared). OK?

For an existing single-player game, get this skeleton running first, then move its gameplay under client/.

2. The layout

text
project.godot            shared
summer.build.json        the Build: game id, queues, Worlds, server preset
world.json               the WorldDefinition: which scenes run where
runtime-manifest.json    the server component's runtime descriptor
source-domains.json      which folders are client, server or shared
network/                 shared by both sides: composition, schemas, game.gd
client/                  what players run: main scene, player scenes, UI
authority/               what the server runs: main scene, rules

Client code and shared code must never load a file from authority/. The summer.games export leaves authority/ out of the players' pack. The authority may load shared files.

3. project.godot

Add to the project's project.godot:

ini
config_version=5

[application]

config/name="Courtyard"
run/main_scene="res://client/main.tscn"
run/main_scene.summer_client="res://client/main.tscn"
run/main_scene.summer_authority="res://authority/main.tscn"

[rendering]

textures/vram_compression/import_etc2_astc=true

The .summer_client and .summer_authority overrides tell each exported pack which scene to start. Summer starts the hosted server with no scene argument, so run/main_scene.summer_authority is the only thing that makes server.pck start the authority. It applies only when the server export preset carries the custom feature summer_authority (multiplayer-publish). Without it the server starts the client scene, never reports ready, and every online join fails with world_start_timeout. Local Play names the scene itself, so it works either way. Leave the [summer] version line the editor writes.

4. The declarations

summer.build.json: the game id, the queue players join, and the World it starts. Summer rejects unknown fields, so copy the shape exactly.

json
{
  "schema": "summer.build.v2",
  "gameId": "game_courtyard",
  "executionMode": "hosted",
  "targetPlatforms": ["ios", "macos"],
  "project": { "directory": "." },
  "server": { "exportPreset": "Courtyard Authority" },
  "runtime": {
    "protocolVersion": "1.0.0",
    "interfaces": {
      "multiplayer": 6, "session": 3, "lobby": 3, "presence": 3,
      "config": 3, "party": 1, "matchSearch": 1
    },
    "scenes": ["res://client/main.tscn"],
    "worldDefinitions": ["world.json"],
    "queues": [
      {
        "name": "courtyard",
        "minPlayers": 2,
        "maxPlayers": 8,
        "worldDefinition": "courtyard",
        "policy": "fifo",
        "transport": "enet"
      }
    ],
    "tickRate": 60,
    "config": { "keys": {} },
    "presence": { "tokens": {} },
    "lobby": { "fields": {} },
    "server": { "tier": "small" }
  }
}
  • gameId is the game's id in Summer Studio, for your publishing tools. The summer.games export leaves it out of the bundle, so game code never reads it: both sides call Summer.initialize() with no ID (sections 7 and 8).
  • queues[].minPlayers / maxPlayers bound a match. worldDefinition names the definition_id in world.json.
  • server.exportPreset names the server export preset (multiplayer-publish).
  • runtime.interfaces, config, presence and lobby are required. Copy them as shown.

world.json: what one World is. Keep every field; Local Play accepts less, but publishing needs all of them.

json
{
  "schema": "summer.world-definition.v1",
  "definition_id": "courtyard",
  "lifetime": "match_scoped",
  "topology": "dedicated",
  "client_entry_point": "res://client/main.tscn",
  "components": [
    {
      "component_id": "match",
      "profile": "headless_engine",
      "runtime_descriptor": "runtime-manifest.json",
      "entry_point": "authority/main.tscn",
      "owns": ["match"]
    }
  ],
  "source_graph": "source-domains.json",
  "network_compositions": ["res://network/composition.tres"],
  "services": { "required": [], "optional": [] },
  "settlement": { "mode": "required", "version": 1 },
  "persistence": {
    "mode": "none",
    "recovery_point_seconds": 0,
    "snapshot_schemas": [],
    "migration_ids": []
  },
  "lifecycle": {
    "reconnect_seconds": 30,
    "drain_seconds": 5,
    "transfer": "disabled",
    "completion_owner": "world"
  },
  "placement": { "region_policy": "nearest" },
  "limits_profile": "default"
}

runtime-manifest.json describes the server component:

json
{
  "profile": "headless_engine",
  "entry_point": "authority/main.tscn",
  "export_preset": "Courtyard Authority"
}

source-domains.json marks the folders. The export uses it to keep server code off players' devices:

json
{
  "schema": "summer.source-domain-graph.v1",
  "roots": [
    { "domain": "shared", "paths": ["project.godot", "network", "world.json", "runtime-manifest.json"] },
    { "domain": "client", "paths": ["client"] },
    { "domain": "authority_engine", "paths": ["authority"] }
  ],
  "dependencies": []
}

5. The network composition

Both sides load the same composition. It declares every stream the game sends, and client and authority refuse each other when theirs differ. Start with one Command stream; later skills add more. network/composition.tres:

ini
[gd_resource type="SummerNetworkComposition" load_steps=6 format=3]

[sub_resource type="SummerNetworkField" id="CommandBytes"]
field_name = &"b"
type = 20

[sub_resource type="SummerNetworkSchema" id="CommandSchema"]
schema_id = &"courtyard.cmd.v1"
state_fields = Array[SummerNetworkField]([SubResource("CommandBytes")])

[sub_resource type="SummerNetworkField" id="ResultBytes"]
field_name = &"b"
type = 20

[sub_resource type="SummerNetworkSchema" id="ResultSchema"]
schema_id = &"courtyard.cmd.result.v1"
state_fields = Array[SummerNetworkField]([SubResource("ResultBytes")])

[sub_resource type="SummerNetworkOccurrenceStream" id="Commands"]
stream_id = &"courtyard.cmd"
command_scope = 2
command_tick_dispatch = true
command_timeout_msec = 8000
payload_schema = SubResource("CommandSchema")
result_schema = SubResource("ResultSchema")

[resource]
network_version = "1.0.0"
occurrence_streams = Array[SummerNetworkOccurrenceStream]([SubResource("Commands")])
  • A Command's payload and result travel as JSON in a byte field (type = 20, TYPE_PACKED_BYTE_ARRAY): a network String holds at most 256 bytes.
  • command_scope = 2 is COMMAND_SCOPE_WORLD.
  • command_tick_dispatch = true makes the authority handle a Command after the tick's player poses are installed, so its checks use current positions.

The player entity's schema is empty, because players move through State groups (multiplayer-movement). network/player_schema.tres:

ini
[gd_resource type="SummerNetworkSchema" format=3]

[resource]
schema_id = &"courtyard.player.v1"

6. Shared code

network/game.gd holds every id and builds the network nodes the same way on both sides:

gdscript
extends RefCounted
## Shared by the client and the authority: ids, streams and shared rules.

const QUEUE := &"courtyard"
const CMD := &"courtyard.cmd"
const MAX_PLAYERS := 8
const COMPOSITION := preload("res://network/composition.tres")


## Adds the World, an Entities root and the Spawner under `parent`. Both sides
## pass their own player archetype; the composition is the same file.
static func build_network(parent: Node, player: SummerEntityArchetype) -> SummerNetworkSpawner:
	var world := SummerNetworkWorld.new()
	world.name = "World"
	parent.add_child(world)
	var entities := Node3D.new()
	entities.name = "Entities"
	parent.add_child(entities)
	var spawner := SummerNetworkSpawner.new()
	spawner.name = "Spawner"
	spawner.network_world_path = NodePath("../World")
	spawner.entities_root_path = NodePath("../Entities")
	spawner.archetypes = [player]
	spawner.player_archetype = &"player"   # one entity per joined player
	spawner.network_composition = COMPOSITION
	parent.add_child(spawner)
	return spawner


## Commands and results travel as JSON bytes: a network String holds at most
## 256 bytes.
static func pack(document: Dictionary) -> Dictionary:
	return {"b": JSON.stringify(document).to_utf8_buffer()}


static func unpack(fields: Dictionary) -> Dictionary:
	var parsed: Variant = JSON.parse_string((fields.get("b", PackedByteArray()) as PackedByteArray).get_string_from_utf8())
	return parsed if parsed is Dictionary else {}

Each side passes its own player archetype: the scenes the Spawner spawns for every joined player. The authority gets a model with no visuals. Clients get an owner scene for their own player and an observer scene for everyone else. Splitting them keeps client scenes out of the server and server scenes out of the client.

7. The authority

The authority's player archetype, authority/player_archetype.tres, names only an authority_model_scene: authority/player_model.tscn, a bare Node3D. Both are in files.md.

authority/main.gd initializes Summer, waits for its World, and answers the join Command:

gdscript
extends Node
## The match server. It runs headless and owns every rule.

const Game = preload("res://network/game.gd")
const PlayerArchetype = preload("res://authority/player_archetype.tres")

var spawner: SummerNetworkSpawner
var world: SummerNetworkWorld
var seat_of := {}       # session_id -> seat, held until the Session leaves


func _ready() -> void:
	spawner = Game.build_network(self, PlayerArchetype)
	world = $World
	spawner.entity_spawned.connect(_on_player_spawned)
	spawner.command_received.connect(_on_command)
	world.session_left.connect(_on_session_left)
	var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
	if not initialized.ok:
		push_error(initialized.message)
		return
	if not world.is_ready():
		await world.binding_ready
	if not spawner.is_network_ready():
		await spawner.network_ready
	print("COURTYARD_AUTHORITY_READY")


## A seat is a player's place in this World for their whole stay, across
## reconnects. Returns -1 when the World is full.
func _seat(session: SummerSession) -> int:
	if seat_of.has(session.session_id):
		return seat_of[session.session_id]
	var taken := seat_of.values()
	for seat in Game.MAX_PLAYERS:
		if seat not in taken:
			seat_of[session.session_id] = seat
			return seat
	return -1


## The Spawner spawns one player entity per joined player, once that player's
## network is ready (and again after a reconnect).
func _on_player_spawned(entity: SummerNetworkEntity) -> void:
	print("COURTYARD_PLAYER_SPAWNED seat=%d entity=%d" % [_seat(entity.session), entity.entity_id])


func _on_command(request: SummerNetworkCommandRequest) -> void:
	var command := Game.unpack(request.payload)
	match str(command.get("c", "")):
		"join":
			_join(request)
		_:
			request.refuse(&"unknown_command")


## A client sends "join" once its network is ready.
func _join(request: SummerNetworkCommandRequest) -> void:
	var seat := _seat(request.get_session())
	if seat < 0:
		request.refuse(&"match_full")
		return
	request.accept({}, Game.pack({"seat": seat}))
	print("COURTYARD_PLAYER_JOINED seat=%d" % seat)


## The Session ended for good: free the seat and everything the player had.
func _on_session_left(session: SummerSession, reason: String) -> void:
	var seat: int = seat_of.get(session.session_id, -1)
	seat_of.erase(session.session_id)
	print("COURTYARD_PLAYER_LEFT seat=%d reason=%s" % [seat, reason])

authority/main.tscn is a plain Node with that script (files.md).

  • Summer.initialize() takes no Game ID. Summer takes the game's identity from where it runs: Local Play, the hosted server or the Summer Games app. Never pass a literal, a placeholder or a fallback ID: any ID that differs from the hosted one fails with game_identity_mismatch, and the authority stops before it reports ready.
  • Never read who sent a Command from its payload: request.get_session() is verified. Don't name your own classes SummerSession, SummerWorld or other engine class names.
  • session_disconnected means the player's connection dropped and their seat is held. session_left means they are gone for good. Free their things in session_left only. Under Local Play it arrives when the World ends.

8. The client

The client's player archetype, client/player_archetype.tres, names an owner_projection_scene and an observer_projection_scene:

ini
[gd_resource type="SummerEntityArchetype" load_steps=4 format=3]

[ext_resource type="SummerNetworkSchema" path="res://network/player_schema.tres" id="1"]
[ext_resource type="PackedScene" path="res://client/player_owner.tscn" id="2"]
[ext_resource type="PackedScene" path="res://client/player_observer.tscn" id="3"]

[resource]
archetype_id = &"player"
network_schema = ExtResource("1")
owner_projection_scene = ExtResource("2")
observer_projection_scene = ExtResource("3")

client/player_owner.tscn is a CharacterBody3D with a capsule and the camera. client/player_observer.tscn is a Node3D with a capsule and no collision. Both are in files.md.

client/main.gd joins the queue, waits until the network is ready, then tells the authority it has arrived:

gdscript
extends Node
## What each player runs: joins the match and shows every player.

const Game = preload("res://network/game.gd")
const PlayerArchetype = preload("res://client/player_archetype.tres")

var spawner: SummerNetworkSpawner


func _ready() -> void:
	spawner = Game.build_network(self, PlayerArchetype)
	# Connect signals like state_group_created here, before joining, or values
	# that arrive during the join go unseen (multiplayer-movement adds them).
	var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
	if not initialized.ok:
		push_error(initialized.message)
		return
	var join := Summer.client.join(SummerJoinTarget.queue(Game.QUEUE))
	# Hosted matchmaking may ask the player to accept a match.
	join.acceptance_required.connect(func(proposal: SummerMatchmakingProposal) -> void: proposal.accept())
	var joined: SummerResult = await join.get_result_or_completed_signal()
	if not joined.ok:
		push_error("join failed: %s %s" % [joined.code, joined.message])
		return
	if not spawner.is_network_ready():
		await spawner.network_ready
	var entered := await command({"c": "join"})
	if not entered.ok:
		push_error("could not enter the match: %s" % entered.error)
		return
	print("COURTYARD_CLIENT_JOINED")


## Sends one Command and waits for the authority's answer.
func command(payload: Dictionary) -> Dictionary:
	var admission := spawner.enqueue_command(Game.CMD, Game.pack(payload))
	if not admission.is_enqueued():
		return {"ok": false, "error": String(admission.get_code())}
	var handle := admission.get_handle()
	if not handle.is_terminal():
		await handle.completed
	if handle.get_outcome() == SummerNetworkCommandHandle.OUTCOME_ACCEPTED:
		return {"ok": true, "error": "", "result": Game.unpack(handle.get_result())}
	return {"ok": false, "error": String(handle.get_reason())}

client/main.tscn holds the level (a floor and a light) and that script (files.md).

  • Connect state_group_created and entity_spawned before joining, or values that arrive during the join go unseen.
  • Summer.client.join succeeding means the player has a seat. Send Commands only after spawner.network_ready.
  • Hosted, matchmaking may ask the player to accept a match. This skeleton accepts it right away; summer-matchmaking shows a real prompt.

9. Run it with Local Play

Import once so new scripts register, then start two players.

With the Summer MCP tools:

summer_project_setting key="summer/local_play/players" value=2
summer_play
summer_get_diagnostics
summer_stop

In the editor, Debug > Local Multiplayer sets the same player count; then press Play. From a terminal (<summer> is the Summer editor executable):

sh
<summer> --headless --path . --import
<summer> --path . --summer-local-play 2 --summer-local-play-headless --summer-local-play-timeout 15

Read the processes' output. Each line is prefixed with [authority], [player-1] or [player-2]:

  • [authority] COURTYARD_AUTHORITY_READY
  • [authority] COURTYARD_PLAYER_SPAWNED twice and COURTYARD_PLAYER_JOINED twice
  • COURTYARD_CLIENT_JOINED from each player
  • No SCRIPT ERROR, and no [SummerNetworkSpawner] cannot attach warning
  • The last line, SUMMER_LOCAL_PLAY_RESULT {...}, has "ok":true and "script_errors":0 for every process

cannot attach means the composition is invalid, and nothing networked will work. Local Play still reports every client as joined, so look for the warning yourself.

Common mistakes

Don'tDoWhy
@rpc, MultiplayerSynchronizer, ENetMultiplayerPeerThe Spawner, State groups and CommandsUnverified peers, no late join, no Summer hosting
if multiplayer.is_server() in one shared sceneSeparate client/ and authority/ scenesThe engine starts the right scene on each side
Load an authority/ file from client or shared codeMove what both sides need into network/The export leaves authority/ out of the players' pack
Summer.initialize("game_…"), or a fallback ID when gameId is missingSummer.initialize()The bundle has no gameId; a different ID fails hosted with game_identity_mismatch
Set run/main_scene.summer_authority and stop thereAlso give the server preset the summer_authority featureWithout the feature the hosted server starts the client scene
Build the composition differently on each sideOne network/composition.tres, loaded by bothDifferent compositions refuse each other
Send a Command right after join succeedsAwait spawner.network_ready firstThe authority does not know the client's network until then
Free a player's things on session_disconnectedFree them on session_leftA disconnected player keeps their seat and may reconnect
Trust "every client joined" aloneAlso check for cannot attach and your own ready linesA broken composition still joins

Next

multiplayer-movement: each player moves their own character, and everyone else sees it move smoothly.

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_diagnosticssummer engine get-diagnostics
summer_get_scene_treesummer engine get-scene-tree
summer_get_script_errorssummer engine get-script-errors
summer_playsummer engine play
summer_project_settingsummer engine project-setting
summer_read_filesummer engine read-file
summer_stopsummer engine stop
summer_write_filesummer engine write-file

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 Project AI skill do?

Set up a Summer multiplayer project: entry scenes, World and queue files, joining, a first Local Play.

Why use Multiplayer Project on TypingMind?

Because you install it once and use it with any model. Multiplayer Project 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 Project in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/multiplayer-project. 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 Project?

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 Project?

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

Is the Multiplayer Project 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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