What problem does it solve? Retrofitting multiplayer onto a finished single-player game causes desync bugs, cheat-vulnerable state, and costly refactors. This Skill builds the network architecture top-down before any game logic is written, so authority, routing, and rendering are correct from day one. ## Core Features & Use Cases - NetworkManager Autoload: Creates a single autoload owning peer IDs, connection lifecycle, and message routing via ENetMultiplayerPeer, so no other script touches MultiplayerAPI directly. - Authoritative State Layer: Applies a decision matrix for which fields the host owns (health, score, inventory) versus which clients own (animations, particles), with validated client-request/host-decide RPC patterns. - Prediction and Interpolation: Implements client-side prediction for the local player and interpolation buffers for remote players to handle latency and jitter. - Use Case: You want to build a co-op game for up to 8 friends connecting through invites. The Skill scaffolds the NetworkManager and GameState autoloads, registers them in project.godot, and walks you through each of the four layers with checkpoints. ## Quick Start Ask your agent to start a peer-to-peer multiplayer game from scratch with host authority before writing any game logic.