multiplayer-project is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Set up a Summer multiplayer project: entry scenes, World and queue files, joining, a first Local Play.
When your agent uses it
- Making a Summer game playable online or co-op: the first multiplayer setup
- Adding multiplayer to a Summer game: the client and authority scenes, summer.build.json, world.json and joining a queue
- A Summer multiplayer project has no summer.build.json or world.json yet, or Local Play cannot find the World
- Laying out a multiplayer project in client/, authority/ and network/ folders
Install
summer setup installs every skill for your agent. To add only this one:
claude-code for your agent, such as codex or cursor. See Skills for every option.
The skill
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
State the plan before writing anything:
- What is the game called? Its id is
game_<name>: lowercase letters, digits,_,.or-.- How many players per match? Summer measures up to 16.
- Which platforms: iOS, macOS, Windows?
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:For an existing single-player game, get this skeleton running first, then move its gameplay underclient/,authority/,network/(shared). OK?
client/.
2. The layout
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’sproject.godot:
.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.
gameIdis 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 callSummer.initialize()with no ID (sections 7 and 8).queues[].minPlayers/maxPlayersbound a match.worldDefinitionnames thedefinition_idinworld.json.server.exportPresetnames the server export preset (multiplayer-publish).runtime.interfaces,config,presenceandlobbyare required. Copy them as shown.
world.json: what one World is. Keep every field; Local Play accepts less,
but publishing needs all of them.
runtime-manifest.json describes the server component:
source-domains.json marks the folders. The export uses it to keep server
code off players’ devices:
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:
- A Command’s payload and result travel as JSON in a byte field (
type = 20,TYPE_PACKED_BYTE_ARRAY): a networkStringholds at most 256 bytes. command_scope = 2isCOMMAND_SCOPE_WORLD.command_tick_dispatch = truemakes the authority handle a Command after the tick’s player poses are installed, so its checks use current positions.
multiplayer-movement). network/player_schema.tres:
6. Shared code
network/game.gd holds every id and builds the network nodes the same way
on both sides:
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:
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 withgame_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 classesSummerSession,SummerWorldor other engine class names. session_disconnectedmeans the player’s connection dropped and their seat is held.session_leftmeans they are gone for good. Free their things insession_leftonly. 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:
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:
client/main.tscn holds the level (a floor and a light) and that script
(files.md).
- Connect
state_group_createdandentity_spawnedbefore joining, or values that arrive during the join go unseen. Summer.client.joinsucceeding means the player has a seat. Send Commands only afterspawner.network_ready.- Hosted, matchmaking may ask the player to accept a match. This skeleton
accepts it right away;
summer-matchmakingshows 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> is the Summer editor executable):
[authority],
[player-1] or [player-2]:
-
[authority] COURTYARD_AUTHORITY_READY -
[authority] COURTYARD_PLAYER_SPAWNEDtwice andCOURTYARD_PLAYER_JOINEDtwice -
COURTYARD_CLIENT_JOINEDfrom each player - No
SCRIPT ERROR, and no[SummerNetworkSpawner] cannot attachwarning - The last line,
SUMMER_LOCAL_PLAY_RESULT {...}, has"ok":trueand"script_errors":0for 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
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; whensummer --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.
Files in this skill
Related skills
multiplayer: Start here for Summer multiplayer: how authority, clients, Worlds and Sessions fit, and what comes next.multiplayer-movement: Movement in Summer multiplayer: owners move instantly, others glide, the authority checks each pose.multiplayer-state: Authority-owned state in Summer multiplayer: shared and private State groups, Commands, Events.multiplayer-testing: Test a Summer multiplayer game with Local Play: several players, bad network, bots, a passing run.multiplayer-publish: Ship a hosted Summer multiplayer game: the bundle, server preset, pre-upload checks, a new Build.summer-matchmaking: Get players into matches with Summer matchmaking: queues, teams, accept prompts, join progress and failures.summer-parties: Let a Summer party play together: the leader presses Play, members follow into the same match. Hosted only.summer-world-saves: Keep a persistent Summer World between restarts: checkpoint saves, restore before join, the final save.
Source:
library/skills/multiplayer-project/SKILL.md, rendered from summer-engine@4.3.0 on npm.
