What problem does it solve? Retrofitting multiplayer onto an existing single-player game is architecturally risky: choosing the wrong authority model or replication strategy forces expensive rewrites later. This Skill guides the irreversible decisions first, then implements LAN/online co-op, PvP, or lobby-based multiplayer using Summer Engine's high-level networking stack. ## Core Features & Use Cases - Authority Model Selection: Walks through four blocking questions (game type, player count, simulation owner, network target) and locks host authority, dedicated server, or peer-to-peer before any code is written. - Network Autoload & Spawning: Generates a Network autoload with ENetMultiplayerPeer host/join logic and converts static player nodes into MultiplayerSpawner-managed per-peer instances. - Replication & RPC Patterns: Configures MultiplayerSynchronizer for position, rotation, and health, and applies the four RPC conventions with mandatory sender validation via get_remote_sender_id(). - Use Case: You have a working single-player co-op shooter and want 2-4 player online co-op. The Skill proposes the change set, builds the autoload, player scene synchronizer, and host/join UI, then verifies with a two-instance playtest. ## Quick Start Add multiplayer to my game so two players can host and join a co-op session over LAN.