ivx-multiplayer

Enable Nakama-based multiplayer with lobbies, matchmaking, and real-time sockets.

1|4|Updated Jan 12, 2026
One-click install
npx skills add https://github.com/intelli-verse-x/Intelli-verse-X-SDK --skill ivx-multiplayer
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ivx-multiplayer
Source: https://github.com/intelli-verse-x/Intelli-verse-X-SDK/tree/main/.cursor/skills/ivx-multiplayer
Command: npx skills add https://github.com/intelli-verse-x/Intelli-verse-X-SDK --skill ivx-multiplayer

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

The IntelliVerseX multiplayer skill removes the complexity of adding online and local multiplayer to IVX games by providing prebuilt lobbies, matchmaking, real-time Nakama socket handling, and match lifecycle management so teams can ship multiplayer features faster and more reliably.

Core Features & Use Cases

  • Unified Multiplayer Layer: Consistent API across engines with Nakama-powered lobbies, matchmaker, and real-time sockets.
  • Lobby & Matchmaking: Create and join lobbies, invite friends, support quick match and ranked matchmaking with ELO ranges and timeout handling.
  • Real-Time Networking & Lifecycle: Op-code based messaging, server-authoritative state, disconnection and reconnection handling, and clear match lifecycle transitions (Lobby → Countdown → In-Game → Results).
  • Cross-Platform Guidance: Platform-specific notes for Unity, JS/TS, Java, WebGL, VR, and consoles including WebSocket TLS, CORS, and first-party social integrations.
  • Use Case: Add a 2–4 player online trivia mode with lobby invites, quick match fallback, and server-validated scoring.

Quick Start

Ask the agent to add online multiplayer with Nakama lobbies, quick match matchmaking, and op-code based real-time syncing to my Unity trivia game for 2–4 players.

Frequently Asked Questions about ivx-multiplayer

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add real-time multiplayer and matchmaking to my game using Nakama sockets?

Real-time multiplayer and matchmaking are added by integrating a unified layer for Nakama-powered lobbies, matchmaker tickets, and socket lifecycle management. This provides op-code based messaging and server-authoritative state synchronization across players.

Does Nakama multiplayer matchmaking support ranked ELO ranges and quick match fallback?

Nakama multiplayer matchmaking supports both quick match and ranked modes with ELO ranges and timeout handling. It manages the full match lifecycle from Lobby to Countdown, In-Game, and Results, ensuring valid match transitions.

Can I use Nakama socket networking for multiplayer in Unity, JavaScript, and Java projects?

Nakama socket networking supports Unity, JavaScript/TypeScript, and Java projects for multiplayer features. It includes platform-specific guidance for WebSocket TLS, CORS, WebGL, VR, and console social integrations.

How does server-authoritative match state handle player disconnection and reconnection?

Server-authoritative match state handles disconnection and reconnection by maintaining the core match lifecycle and synchronizing state across players. Op-code messaging conventions ensure continuous state validation during network interruptions.

What's the best way to implement lobby-based multiplayer with friend invites for a trivia game?

Lobby-based multiplayer is implemented by creating and joining lobbies, sending friend invites, and configuring quick match fallback. This supports 2–4 player online modes with server-validated scoring and real-time syncing.

Are there limitations when adding Nakama multiplayer to WebGL or VR platforms?

Nakama multiplayer on WebGL and VR requires specific platform configurations for WebSocket TLS and CORS. Console integrations also require first-party social integration adjustments to ensure proper socket connectivity and match lifecycle management.