Agent skill

Unity Netcode

by Besty0728 in Besty0728/Unity-Skills

Set up Netcode for GameObjects (NGO 2.x) multiplayer. An agent skill from Besty0728/Unity-Skills.

MITAuto-check passedGame Development

Install Unity Netcode

skills CLI
$ npx skills add Besty0728/Unity-Skills --skill unity-netcode -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-netcode --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
unity-netcode
GitHub stars
1.8k
Token cost
~3.6k tokens
SKILL.md length
1,214 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Set up Netcode for GameObjects (NGO 2.x) multiplayer. An agent skill from Besty0728/Unity-Skills.

  • Works in 5 steps: Spawn/Despawn are not exposed as skills.… → PlayerPrefab must be in a… → Runtime control skills… → …
  • Tasks that involve Multiplayer and networking
  • SKILL.md covers Triggers, Guardrails, Object Targeting and Skills, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Tasks that involve Multiplayer and networking

Example prompts

  • “/unity-netcode”

Requirements

  • Python 3

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Spawn/Despawn are not exposed as skills. They must be called from NetworkBehaviour runtime code (Server authority). Skills handle prefab…
  2. PlayerPrefab must be in a NetworkPrefabsList (enforced at runtime on 2.x). Register it with netcode_add_to_prefabs_list.
  3. Runtime control skills (start_*/shutdown) require PlayMode. Calls from Edit Mode return an error.
  4. Address vs ServerListenAddress have different meaning. On a client, Address is the target server IP. On a server, ServerListenAddress is…
  5. useRigidbody2D switches between NetworkRigidbody and NetworkRigidbody2D. Unrelated physics settings (e.g. Physics2D.AutoSyncTransforms)…

What it can do on your machine

Read from SKILL.md and the folder at commit 12a40e4. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~17
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from Besty0728/Unity-Skills at commit 12a40e4, republished under its MIT licence (© Besty0728). 1,214 words, ~3,594 tokens.

Download SKILL.mdSave it as .claude/skills/unity-netcode/SKILL.md (or your agent's skills folder).
name
unity-netcode
description
Set up Netcode for GameObjects (NGO 2.x) multiplayer

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.

Triggers

  • Scaffolding multiplayer
  • Registering network prefabs
  • Wiring spawn logic
  • Starting host/server/client
  • 搭建多人联机、注册网络预制体、连接生成逻辑、启动 host/server/client

Unity Netcode for GameObjects Skills

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 any netcode_* skill, load netcode-design. NGO lifecycle and permission rules are strict; skills alone cannot prevent incorrect business code.

Guardrails

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_list
    • MayTriggerReload = 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_shutdown

    These 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.
  • Do not assume netcode_start_host works in Edit Mode. All Runtime control skills require PlayMode.
  • Do not assume netcode_add_to_prefabs_list automatically attaches a NetworkObject component. Call netcode_add_network_object first.

Routing:

  • Plain GameObject hierarchy creation → gameobject
  • Attach NetworkObject / NetworkTransform / other networking components → this module
  • Generic player-prefab components (Rigidbody / Collider / Animator) → component
  • Runtime scene switching (LoadScene) → call NetworkManager.SceneManager.LoadScene from the generated NetworkBehaviour; this module does not execute it
  • Code-level design decisions (RPC direction, NetworkVariable permission) → netcode-design advisory

Object Targeting

netcode_add_* / netcode_configure_* skills use the usual target parameters:

  • name — scene object name
  • instanceId — Unity InstanceID (exact)
  • path — hierarchy path Parent/Child

Prefer instanceId when there is a chance of duplicate names.

Skills

Setup & Validation
SkillPurposeKey Parameters
netcode_check_setupVerify package, NetworkManager, Transport, PlayerPrefab, and PrefabsList consistencyverbose?
netcode_create_managerCreate NetworkManager + UnityTransportname?
netcode_configure_managerBulk-edit NetworkConfig (TickRate, ConnectionApproval, EnableSceneManagement, NetworkTopology, ...)name?, 15+ optional fields
netcode_get_manager_infoRead NetworkConfig + runtime statename?
netcode_remove_managerDelete the NetworkManager (must already be Shutdown)name?
Transport
SkillPurposeKey Parameters
netcode_set_transport_addressDirect connection: set Address / Port / ServerListenAddressaddress, port, serverListenAddress?
netcode_set_relay_server_dataRelay mode (mutually exclusive with direct connection)address, port, allocationIdBase64, keyBase64, connectionDataBase64, hostConnectionDataBase64?, isSecure?
netcode_set_debug_simulatorSimulate latency / jitter / packet loss (development only)packetDelay, packetJitter, dropRate
netcode_get_transport_infoRead current transport infoname?
NetworkObject
SkillPurposeKey Parameters
netcode_add_network_objectAttach NetworkObject to a GameObjectname/instanceId/path + NetworkObject fields
netcode_configure_network_objectModify fields on an existing NetworkObjectsame as above
netcode_remove_network_objectRemove a NetworkObject (must not be currently spawned)same as above
netcode_list_network_objectsList all NetworkObjects in scene (including runtime state)includeInactive?
netcode_get_network_object_infoQuery a single NetworkObject in detailsame as above
NetworkPrefabsList
SkillPurposeKey Parameters
netcode_create_prefabs_listCreate a NetworkPrefabsList assetpath, assignToManager?
netcode_add_to_prefabs_listAdd a prefab (optional override: None/Prefab/Hash)listPath, prefabPath, overrideMode?, ...
netcode_remove_from_prefabs_listRemove a prefab entrylistPath, prefabPath
netcode_list_network_prefabsList every entry with its hashlistPath
netcode_set_player_prefabSet NetworkConfig.PlayerPrefabprefabPath, name?
Components
SkillPurposeKey Parameters
netcode_add_network_transformAttach NetworkTransform with axis sync togglestarget + 15 optional fields
netcode_configure_network_transformEdit fields / thresholds on an existing NTincludes PositionThreshold etc.
netcode_add_network_rigidbodyAttach NetworkRigidbody / NetworkRigidbody2DuseRigidbody2D?, useRigidBodyForMotion?
netcode_add_network_animatorAttach NetworkAnimator (Animator required)target
netcode_add_network_behaviour_scriptGenerate a NetworkBehaviour script template (OnNetworkSpawn/Despawn + optional RPC/NetworkVariable/Ownership/NGO 2.5+ OnNetworkPreDespawn)className, path, includeRpc?, includeNetworkVariable?, includeOwnershipCallbacks?, includePreDespawn?
netcode_list_network_behavioursList NetworkBehaviour subclass instances in the sceneincludeInactive?
Scene & Spawning Query
SkillPurpose
netcode_configure_scene_managementSet EnableSceneManagement / LoadSceneTimeOut / ClientSynchronizationMode
netcode_get_spawn_manager_infoRuntime: list SpawnedObjects
netcode_get_scene_manager_infoRuntime: read scene load state
Show full SKILL.md (490 more words)Show less
Runtime Control (PlayMode required)
SkillPurpose
netcode_start_hostStart Host
netcode_start_serverStart Server
netcode_start_clientStart Client
netcode_shutdownShut down (optional discardMessageQueue)
netcode_get_statusRead IsHost / IsServer / IsClient, LocalClientId, ConnectedClients, NetworkTime
NGO 2.5+ Features {#ngo-25-features}

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.

SkillPurposeKey Parameters
netcode_versionReport installed NGO version and 2.5+ feature availability—
netcode_attachable_infoAudit the scene's AttachableBehaviour / AttachableNode / ComponentController distributionincludeInactive?
netcode_attachable_addAttach an AttachableBehaviour to a GameObject nested under a NetworkObjecttarget + autoDetach? (None/OnAttachNodeDestroy/OnDespawn/OnOwnershipChange, comma-separated)
netcode_attachable_node_addAttach an AttachableNode (the socket an AttachableBehaviour attaches to)target + detachOnDespawn?
netcode_component_controller_addAttach a ComponentController to a GameObjecttarget + startEnabled?
netcode_component_controller_configureSet 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.

Quick Start

python
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")

Critical Rules (must read)

  1. Spawn/Despawn are not exposed as skills. They must be called from NetworkBehaviour runtime code (Server authority). Skills handle prefab registration and NetworkManager lifecycle only.
  2. PlayerPrefab must be in a NetworkPrefabsList (enforced at runtime on 2.x). Register it with netcode_add_to_prefabs_list.
  3. Runtime control skills (start_*/shutdown) require PlayMode. Calls from Edit Mode return an error.
  4. Address vs ServerListenAddress have different meaning. On a client, Address is the target server IP. On a server, ServerListenAddress is the bind address (usually 0.0.0.0).
  5. useRigidbody2D switches between NetworkRigidbody and NetworkRigidbody2D. Unrelated physics settings (e.g. Physics2D.AutoSyncTransforms) live elsewhere.

Version Scope

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.

Exact Signatures

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

Files

Just SKILL.md in SkillsForUnity/unity-skills~/skills/netcode of Besty0728/Unity-Skills.

Open the folder on GitHubat commit 12a40e4

Compare with similar skills

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.

Unity Netcode compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity Netcode this skillBesty0728/Unity-Skills1.8k—~3.6kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Validate GsdkPlayFab/gsdk170—~645Automated safety check: PassApache-2.0
Portal Connectgosuda/portal-tunnel272—~2.9kAutomated safety check: PassMIT
Kenshi Manual Freeplay Sessionnhoral/KenshiCoop283—~835Automated safety check: PassAGPL-3.0
Dota2 Game LogicXavierCHN/x-template216—~2.7kAutomated safety check: PassMIT

Similar skills

  • Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.

    1.4k GitHub stars~5.8k tokensUpdated 5 days ago
    Game DevelopmentAuto-check passed
  • Validate Gsdk

    PlayFab/gsdk

    Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.

    170 GitHub stars~645 tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Portal Connect

    gosuda/portal-tunnel

    Reach, inspect, or consume a service that someone published through a Portal relay.

    272 GitHub stars~2.9k tokensUpdated today
    Game DevelopmentAuto-check passed
  • 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.

    283 GitHub stars~835 tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed
  • Dota2 Game Logic

    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…

    216 GitHub stars~2.7k tokensUpdated 4 mo ago
    Game DevelopmentAuto-check passed
  • Game Developer

    Jeffallan/claude-skills

    Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target.

    12k GitHub stars~1.5k tokensUpdated 4 days ago
    Game DevelopmentAuto-check passed

More from Besty0728/Unity-Skills

All 82 skills in this repo
  • Unity Skills

    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.

    1.8k GitHub stars~2k tokensUpdated yesterday
    Auto-check passed
  • Unity Animator

    Besty0728/Unity-Skills

    Edit Unity Animator Controllers and drive runtime parameters

    1.8k GitHub stars~2.4k tokensUpdated yesterday
    Auto-check passed
  • Unity Architecture

    Besty0728/Unity-Skills

    Advise on Unity gameplay and system architecture. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~1.3k tokensUpdated yesterday
    Auto-check passed
  • Unity Batch

    Besty0728/Unity-Skills

    Unified batch and async-job orchestration. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~2k tokensUpdated yesterday
    Auto-check passed
  • Unity Behavior

    Besty0728/Unity-Skills

    Drive Unity Behavior behavior graphs and blackboard variables

    1.8k GitHub stars~3k tokensUpdated yesterday
    Auto-check passed
  • Unity Console

    Besty0728/Unity-Skills

    Capture and query the Unity Editor console. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~1.8k tokensUpdated yesterday
    Auto-check passed

Questions about Unity Netcode

What does Unity Netcode do?

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.

When should I use Unity Netcode?

Unity Netcode fits situations like: tasks that involve Multiplayer and networking.

How do I install Unity Netcode in Claude Code?

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.

How do I install Unity Netcode in Codex?

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.

Can I use Unity Netcode in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Unity Netcode need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Netcode is instructions for the agent only. Our summary lists: Python 3.

Does Unity Netcode access the network?

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.

Is Unity Netcode safe to install?

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.

What licence does Unity Netcode use?

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.

How many tokens does Unity Netcode use?

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.

What are the alternatives to Unity Netcode?

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.

Who maintains Unity Netcode?

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.