This is a comprehensive blueprint for building networked games in Godot with an authoritative server model. It covers the full stack: ENet configuration, RPC patterns, lobby systems, client prediction, and rollback networking. The real value is in the expert utilities like adaptive sync throttling, visibility culling for large worlds, and packet rate limiting to prevent flood attacks. The "NEVER Do" section alone is worth reading, it calls out head-of-line blocking with reliable packets, the dangers of trusting client state, and why JSON serialization kills bandwidth. If you're building anything beyond basic peer-to-peer, the bit-packing tools and anti-desync reconciler will save you from common multiplayer pitfalls.
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-multiplayer-networking