multiplayer_manage
Scaffold Godot multiplayer networking by generating network manager, spawner, and synchronizer scripts; query active peer status and connections.
Instructions
High-Level Godot Multiplayer Networking Scaffolding and Topology Inspection.
Ops:
scaffold_network_manager(save_path="res://scripts/network_manager.gd", default_port=8910, max_clients=32, as_autoload=false, autoload_name="NetworkManager") Generate an ENetMultiplayerPeer network manager script with host/join/disconnect methods and peer signal handling.
scaffold_spawner(parent_path="", spawner_name="MultiplayerSpawner", spawn_path="..", spawnable_scenes=[...], auto_spawn=true) Attach and configure a MultiplayerSpawner node with spawnable scene paths.
scaffold_synchronizer(parent_path="", synchronizer_name="MultiplayerSynchronizer", root_path="..", properties=[":position", ":rotation"]) Attach and configure a MultiplayerSynchronizer node with SceneReplicationConfig.
get_network_status() Query active multiplayer peer state, server role, unique ID, and connected peers.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||