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.