Fantasy Framework Development Guide
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Set up Netcode for GameObjects (NGO 2.x) multiplayer. An agent skill from Besty0728/Unity-Skills.
$ npx skills add Besty0728/Unity-Skills --skill unity-netcode -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-netcode --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/netcode' .claude/skills/unity-netcode && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-netcode" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcode into .claude/skills/unity-netcode/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-netcode", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcodeType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Besty0728/Unity-Skills --skill unity-netcode -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-netcode --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/netcode' .agents/skills/unity-netcode && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-netcode" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcode into .agents/skills/unity-netcode/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-netcode", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Besty0728/Unity-Skills --skill unity-netcode -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-netcode --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/netcode' .cursor/skills/unity-netcode && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-netcode" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcode into .cursor/skills/unity-netcode/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-netcode", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Besty0728/Unity-Skills.git --path 'SkillsForUnity/unity-skills~/skills/netcode'--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Besty0728/Unity-Skills --skill unity-netcode -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-netcode --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/netcode' .gemini/skills/unity-netcode && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-netcode" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcode into .gemini/skills/unity-netcode/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-netcode", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Besty0728/Unity-Skills unity-netcodeInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Besty0728/Unity-Skills --skill unity-netcode -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/netcode' .github/skills/unity-netcode && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-netcode" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcode into .github/skills/unity-netcode/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-netcode", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Besty0728/Unity-Skills --skill unity-netcode -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Besty0728/Unity-Skills unity-netcode --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/netcode' .opencode/skills/unity-netcode && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-netcode" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcode into .opencode/skills/unity-netcode/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-netcode", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-netcodeSet up Netcode for GameObjects (NGO 2.x) multiplayer. An agent skill from Besty0728/Unity-Skills.
Unity Netcode is an agent skill from Besty0728/Unity-Skills. Set up Netcode for GameObjects (NGO 2.x) multiplayer
Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Multiplayer and networking. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 12a40e4. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are python).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Netcode loads about 3.6k tokens when it runs. Until then it costs about 17 tokens; SKILL.md has 1,214 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Besty0728/Unity-Skills at commit 12a40e4, republished under its MIT licence (© Besty0728). 1,214 words, ~3,594 tokens.
.claude/skills/unity-netcode/SKILL.md (or your agent's skills folder).Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Automation for Netcode for GameObjects (NGO) multiplayer setup and operations. Every skill is source-verified against NGO 2.x; when the package is absent, each skill returns a NoNetcode() error with install instructions. A subset of skills additionally require NGO 2.5.0+ (see NGO 2.5+ features) — on an older 2.x install they return a structured "requires 2.5.0+" error instead of a compile error, since AttachableBehaviour/AttachableNode/ComponentController are detected by reflection, not by a dedicated version symbol.
Requires:
com.unity.netcode.gameobjects(2.x), Unity 6000.0+. Strongly recommended: before calling anynetcode_*skill, load netcode-design. NGO lifecycle and permission rules are strict; skills alone cannot prevent incorrect business code.
Operating Mode (v1.9 three-tier):
Approval (default): query/list/info skills (netcode_check_setup, netcode_get_manager_info, netcode_get_transport_info, netcode_list_network_objects, netcode_get_network_object_info, netcode_list_network_prefabs, netcode_list_network_behaviours, netcode_get_spawn_manager_info, netcode_get_scene_manager_info, netcode_get_status, netcode_version, netcode_attachable_info) run directly. Mutators (create/configure/attach/add) are FullAuto — on MODE_RESTRICTED, run the grant protocol.
Auto / Bypass: SemiAuto and FullAuto run directly.
Auto-forbidden in this module:
SkillOperation.Delete → netcode_remove_manager, netcode_remove_network_object, netcode_remove_from_prefabs_listMayTriggerReload = true → netcode_add_network_behaviour_script (writes a new .cs, forces script compile + Domain Reload)MayEnterPlayMode = true → netcode_start_host, netcode_start_server, netcode_start_client, netcode_shutdownThese are reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns MODE_FORBIDDEN. Runtime control + Behaviour-script generation are the practical reason this module is gated.
When com.unity.netcode.gameobjects is missing, every skill returns a NoNetcode() error with install instructions.
DO NOT (common hallucinations):
netcode_spawn_object / netcode_spawn_player — do not exist. Spawn must happen in runtime code (NetworkBehaviour) via .Spawn() or NetworkManager.SpawnManager.InstantiateAndSpawn. Skills do not proxy Spawn because Spawn requires a running NetworkManager.netcode_register_scene — does not exist. Scene registration goes through Build Settings + EnableSceneManagement. This module only exposes netcode_configure_scene_management for reading/writing the config.netcode_set_tick_rate / netcode_set_protocol as standalone skills — do not exist. Use netcode_configure_manager for all NetworkConfig edits.netcode_start_host works in Edit Mode. All Runtime control skills require PlayMode.netcode_add_to_prefabs_list automatically attaches a NetworkObject component. Call netcode_add_network_object first.Routing:
gameobjectcomponentNetworkManager.SceneManager.LoadScene from the generated NetworkBehaviour; this module does not execute itnetcode_add_* / netcode_configure_* skills use the usual target parameters:
name — scene object nameinstanceId — Unity InstanceID (exact)path — hierarchy path Parent/ChildPrefer instanceId when there is a chance of duplicate names.
| Skill | Purpose | Key Parameters |
|---|---|---|
netcode_check_setup | Verify package, NetworkManager, Transport, PlayerPrefab, and PrefabsList consistency | verbose? |
netcode_create_manager | Create NetworkManager + UnityTransport | name? |
netcode_configure_manager | Bulk-edit NetworkConfig (TickRate, ConnectionApproval, EnableSceneManagement, NetworkTopology, ...) | name?, 15+ optional fields |
netcode_get_manager_info | Read NetworkConfig + runtime state | name? |
netcode_remove_manager | Delete the NetworkManager (must already be Shutdown) | name? |
| Skill | Purpose | Key Parameters |
|---|---|---|
netcode_set_transport_address | Direct connection: set Address / Port / ServerListenAddress | address, port, serverListenAddress? |
netcode_set_relay_server_data | Relay mode (mutually exclusive with direct connection) | address, port, allocationIdBase64, keyBase64, connectionDataBase64, hostConnectionDataBase64?, isSecure? |
netcode_set_debug_simulator | Simulate latency / jitter / packet loss (development only) | packetDelay, packetJitter, dropRate |
netcode_get_transport_info | Read current transport info | name? |
| Skill | Purpose | Key Parameters |
|---|---|---|
netcode_add_network_object | Attach NetworkObject to a GameObject | name/instanceId/path + NetworkObject fields |
netcode_configure_network_object | Modify fields on an existing NetworkObject | same as above |
netcode_remove_network_object | Remove a NetworkObject (must not be currently spawned) | same as above |
netcode_list_network_objects | List all NetworkObjects in scene (including runtime state) | includeInactive? |
netcode_get_network_object_info | Query a single NetworkObject in detail | same as above |
| Skill | Purpose | Key Parameters |
|---|---|---|
netcode_create_prefabs_list | Create a NetworkPrefabsList asset | path, assignToManager? |
netcode_add_to_prefabs_list | Add a prefab (optional override: None/Prefab/Hash) | listPath, prefabPath, overrideMode?, ... |
netcode_remove_from_prefabs_list | Remove a prefab entry | listPath, prefabPath |
netcode_list_network_prefabs | List every entry with its hash | listPath |
netcode_set_player_prefab | Set NetworkConfig.PlayerPrefab | prefabPath, name? |
| Skill | Purpose | Key Parameters |
|---|---|---|
netcode_add_network_transform | Attach NetworkTransform with axis sync toggles | target + 15 optional fields |
netcode_configure_network_transform | Edit fields / thresholds on an existing NT | includes PositionThreshold etc. |
netcode_add_network_rigidbody | Attach NetworkRigidbody / NetworkRigidbody2D | useRigidbody2D?, useRigidBodyForMotion? |
netcode_add_network_animator | Attach NetworkAnimator (Animator required) | target |
netcode_add_network_behaviour_script | Generate a NetworkBehaviour script template (OnNetworkSpawn/Despawn + optional RPC/NetworkVariable/Ownership/NGO 2.5+ OnNetworkPreDespawn) | className, path, includeRpc?, includeNetworkVariable?, includeOwnershipCallbacks?, includePreDespawn? |
netcode_list_network_behaviours | List NetworkBehaviour subclass instances in the scene | includeInactive? |
| Skill | Purpose |
|---|---|
netcode_configure_scene_management | Set EnableSceneManagement / LoadSceneTimeOut / ClientSynchronizationMode |
netcode_get_spawn_manager_info | Runtime: list SpawnedObjects |
netcode_get_scene_manager_info | Runtime: read scene load state |
| Skill | Purpose |
|---|---|
netcode_start_host | Start Host |
netcode_start_server | Start Server |
netcode_start_client | Start Client |
netcode_shutdown | Shut down (optional discardMessageQueue) |
netcode_get_status | Read IsHost / IsServer / IsClient, LocalClientId, ConnectedClients, NetworkTime |
Added in Netcode for GameObjects 2.5.0 (verified against the package CHANGELOG, PR #3518): AttachableBehaviour / AttachableNode are an alternate "attach" parenting system that avoids the classic NetworkObject parenting pitfalls; ComponentController network-synchronizes the enabled/disabled state of a list of components. On NGO 2.0–2.4.x (NETCODE_GAMEOBJECTS is still active, but these types don't exist yet) every skill below returns a structured requires 2.5.0+ error instead of failing — call netcode_version first to confirm.
| Skill | Purpose | Key Parameters |
|---|---|---|
netcode_version | Report installed NGO version and 2.5+ feature availability | — |
netcode_attachable_info | Audit the scene's AttachableBehaviour / AttachableNode / ComponentController distribution | includeInactive? |
netcode_attachable_add | Attach an AttachableBehaviour to a GameObject nested under a NetworkObject | target + autoDetach? (None/OnAttachNodeDestroy/OnDespawn/OnOwnershipChange, comma-separated) |
netcode_attachable_node_add | Attach an AttachableNode (the socket an AttachableBehaviour attaches to) | target + detachOnDespawn? |
netcode_component_controller_add | Attach a ComponentController to a GameObject | target + startEnabled? |
netcode_component_controller_configure | Set StartEnabled and/or populate the synchronized component list from target GameObjects (mirrors dragging a GameObject onto the Components field in the Inspector) | target, targetPaths?, clearExisting?, startEnabled? |
Notes:
AttachableBehaviour must live on a child GameObject nested under a NetworkObject's hierarchy, not directly on the NetworkObject's own GameObject.AttachableNode must belong to a different NetworkObject than the AttachableBehaviour instances attaching to it.Attach() / Detach() are runtime-only calls (require both instances spawned) and are intentionally not exposed as skills — same rationale as netcode_spawn_object not existing (see DO NOT above): the caller must already have a running NetworkManager and do this from NetworkBehaviour code.netcode_component_controller_configure's targetPaths accepts whole GameObjects; NGO's own OnValidate() (invoked by this skill) expands each into every eligible child component with a public bool enabled property, skipping NetworkBehaviour/NetworkObject/NetworkManager — identical to what happens when you drag a GameObject onto the Components field in the Inspector. If that OnValidate() is missing or throws, the response carries warning and the entries stay unexpanded.import unity_skills as u
# 1. Inspect current state
u.call_skill("netcode_check_setup")
# 2. Create NetworkManager + UnityTransport
u.call_skill("netcode_create_manager", name="NetworkManager")
# 3. Configure the NetworkConfig
u.call_skill("netcode_configure_manager",
tickRate=30,
connectionApproval=False,
enableSceneManagement=True,
networkTopology="ClientServer")
# 4. Transport
u.call_skill("netcode_set_transport_address",
address="127.0.0.1", port=7777, serverListenAddress="0.0.0.0")
# 5. Player prefab setup
# NOTE: add_network_object on a prefab path depends on GameObjectFinder support.
# Safer route: instantiate the prefab in the scene first, then attach.
u.call_skill("netcode_add_network_object", path="Assets/Prefabs/Player.prefab")
u.call_skill("netcode_create_prefabs_list", path="Assets/NetworkPrefabs.asset")
u.call_skill("netcode_add_to_prefabs_list",
listPath="Assets/NetworkPrefabs.asset",
prefabPath="Assets/Prefabs/Player.prefab")
u.call_skill("netcode_set_player_prefab", prefabPath="Assets/Prefabs/Player.prefab")
# 6. Generate a NetworkBehaviour template
u.call_skill("netcode_add_network_behaviour_script",
className="PlayerController",
path="Assets/Scripts/PlayerController.cs",
includeRpc=True, includeNetworkVariable=True)
# 7. Drive the session in PlayMode
u.call_skill("editor_play") # enter PlayMode
u.call_skill("netcode_start_host")
u.call_skill("netcode_get_status")
u.call_skill("netcode_shutdown")
u.call_skill("editor_stop")netcode_add_to_prefabs_list.Address is the target server IP. On a server, ServerListenAddress is the bind address (usually 0.0.0.0).useRigidbody2D switches between NetworkRigidbody and NetworkRigidbody2D. Unrelated physics settings (e.g. Physics2D.AutoSyncTransforms) live elsewhere.Targets NGO 2.x (validated against 2.13.1). Legacy 1.x (old prefabs list layout, different RPC model) is out of scope for this module. The NGO 2.5+ features skills additionally require 2.5.0+ within that range; call netcode_version to check before relying on them.
For exact parameter names, defaults, and return fields, query GET /skills/schema or unity_skills.get_skill_schema(). This document is a routing and best-practice guide, not the authoritative signature source.
© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in SkillsForUnity/unity-skills~/skills/netcode of Besty0728/Unity-Skills.
Open the folder on GitHubat commit 12a40e4
Unity Netcode next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Netcode this skillBesty0728/Unity-Skills | 1.8k | — | ~3.6k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Validate GsdkPlayFab/gsdk | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 | |
| Portal Connectgosuda/portal-tunnel | 272 | — | ~2.9k | Automated safety check: Pass | MIT | |
| Kenshi Manual Freeplay Sessionnhoral/KenshiCoop | 283 | — | ~835 | Automated safety check: Pass | AGPL-3.0 | |
| Dota2 Game LogicXavierCHN/x-template | 216 | — | ~2.7k | Automated safety check: Pass | MIT |
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
gosuda/portal-tunnel
Reach, inspect, or consume a service that someone published through a Portal relay.
nhoral/KenshiCoop
Launches two KenshiCoop clients side by side on an ultrawide monitor, booted to the title screen, so one person can play host and join and connect manually through F2.
XavierCHN/x-template
DOTA2 自定义游戏服务端逻辑开发指南。触发词:游戏逻辑、服务端、server、game mode、游戏模式、GameRules、modifier、timer、lua、TSTL。Use when user asks to create or modify DOTA2 custom game server-side logic, game mode configuration…
Jeffallan/claude-skills
Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target.
Besty0728/Unity-Skills
Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.
Besty0728/Unity-Skills
Edit Unity Animator Controllers and drive runtime parameters
Besty0728/Unity-Skills
Advise on Unity gameplay and system architecture. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Unified batch and async-job orchestration. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Drive Unity Behavior behavior graphs and blackboard variables
Besty0728/Unity-Skills
Capture and query the Unity Editor console. An agent skill from Besty0728/Unity-Skills.
Categories
Set up Netcode for GameObjects (NGO 2.x) multiplayer. An agent skill from Besty0728/Unity-Skills. Unity Netcode is an agent skill from Besty0728/Unity-Skills.
Unity Netcode fits situations like: tasks that involve Multiplayer and networking.
Run `npx skills add Besty0728/Unity-Skills --skill unity-netcode -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/netcode in Besty0728/Unity-Skills) into .claude/skills/unity-netcode in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-netcode -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/netcode in Besty0728/Unity-Skills) into .agents/skills/unity-netcode in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Besty0728/Unity-Skills --skill unity-netcode -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-netcode, .gemini/skills/unity-netcode, .github/skills/unity-netcode and .opencode/skills/unity-netcode in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Netcode is instructions for the agent only. Our summary lists: Python 3.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Netcode is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.6k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unity Netcode: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), Validate Gsdk (PlayFab/gsdk, 170 stars), Portal Connect (gosuda/portal-tunnel, 272 stars) and Kenshi Manual Freeplay Session (nhoral/KenshiCoop, 283 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,814 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 6, 2026.
Source: Besty0728/Unity-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.