Agent skill

Unity Netcode Design

by Besty0728 in Besty0728/Unity-Skills

Source-anchored design rules for Netcode for GameObjects 2.x

MITAuto-check passedGame Development

Install Unity Netcode Design

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

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-netcode-design --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-design' .claude/skills/unity-netcode-design && 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-design
GitHub stars
1.8k
Token cost
~1.2k tokens
SKILL.md length
421 words
Files
9
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Source-anchored design rules for Netcode for GameObjects 2.x

  • Tasks that involve Multiplayer and networking
  • SKILL.md covers Triggers, When to Load This Module, Critical Rule Summary… and Sub-doc Routing, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Netcode Design is an agent skill from Besty0728/Unity-Skills. Source-anchored design rules for Netcode for GameObjects 2.x

Its SKILL.md is about 1.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files (for example `LIFECYCLE.md`, `OWNERSHIP.md` and `PITFALLS.md`).

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-design”

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.

    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 Design loads about 1.2k tokens when it runs. Until then it costs about 20 tokens; SKILL.md has 421 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~20
When it runs · the whole SKILL.md, loaded when a task matches
~1.2k

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). 421 words, ~1,164 tokens.

Download SKILL.mdSave it as .claude/skills/unity-netcode-design/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
unity-netcode-design
description
Source-anchored design rules for Netcode for GameObjects 2.x

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

  • Writing or reviewing multiplayer code
  • Designing server/distributed authority
  • Wiring RPCs or NetworkVariables
  • Debugging netcode
  • 编写或审查多人联机代码、设计服务器/分布式权威、连接 RPC 或网络变量、排查 netcode 问题

Netcode for GameObjects - Design Rules

Advisory module. Every rule is distilled from com.unity.netcode.gameobjects 2.x source. Each rule cites a concrete file/line so the reasoning is auditable.

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

When to Load This Module

Load before writing or reviewing any of:

  • NetworkBehaviour scripts (OnNetworkSpawn / OnNetworkDespawn / RPCs / NetworkVariables)
  • NetworkManager startup / shutdown / scene switching
  • NetworkObject Spawn / Despawn / ChangeOwnership / TrySetParent
  • UnityTransport configuration (direct connect / Relay)
  • Any code that branches on IsHost / IsServer / IsClient / IsOwner

Critical Rule Summary (memorize even if you skip the sub-docs)

#RuleSource anchor
1Spawn() / Despawn() must be called on Server/Host only; client-side calls fail.Runtime/Core/NetworkObject.cs:1884, 1921
2OnNetworkSpawn() runs before Unity Start() and after Awake/OnEnable.Runtime/Core/NetworkBehaviour.cs:704 + InvokeBehaviourNetworkSpawn callers
3Legacy [ServerRpc] method names must end with ServerRpc; [ClientRpc] must end with ClientRpc (ILPP enforced at compile time).Editor/CodeGen/ ILPP validators
4New [Rpc(SendTo.X)] has no naming constraint; SendTo has 11 values.Runtime/Messaging/RpcTargets/RpcTarget.cs:9-80
5PlayerPrefab must exist in NetworkPrefabsList or NetworkConfig.Prefabs or 2.x runtime rejects it.Runtime/Configuration/NetworkConfig.cs:40 + NetworkPrefabsList.cs:14
6Nested NetworkObjects are forbidden (NetworkObject inside another NetworkObject prefab). Re-parent at runtime via TrySetParent.Runtime/Core/NetworkObject.cs:2135-2215
7NetworkVariable<T> requires T to be unmanaged or implement INetworkSerializable. string, List<>, class are rejected.Runtime/NetworkVariable/NetworkVariable.cs:12 + ILPP
8NetworkList<T> requires T: unmanaged, IEquatable<T>. It is NOT NetworkVariable<List<T>>.Runtime/NetworkVariable/Collections/NetworkList.cs:14
9NetworkSceneManager.LoadScene/UnloadScene is Server-only.Runtime/SceneManagement/NetworkSceneManager.cs:1496, 1252
10UnityTransport.SetRelayServerData and SetConnectionData are mutually exclusive; use one or the other.Runtime/Transports/UTP/UnityTransport.cs:776-897
Show full SKILL.md (115 more words)Show less

Sub-doc Routing

Sub-docWhen to read
LIFECYCLE.mdLifecycle, callback ordering, Awake/OnNetworkSpawn/Start differences
OWNERSHIP.mdIsOwner/IsServer/IsHost permission matrix, ChangeOwnership, Distributed Authority
RPC.mdChoosing RPC attributes, SendTo semantics, RpcInvokePermission, deprecated paths
VARIABLES.mdNetworkVariable/NetworkList init and serialization constraints
SPAWNING.mdPrefab registration → Spawn → Despawn, GlobalObjectIdHash, SpawnAsPlayerObject
SCENE.mdNetworkSceneManager, EnableSceneManagement, in-scene object sync
TRANSPORT.mdUnityTransport direct / Relay / DebugSimulator configuration
PITFALLS.md30 concrete hallucination pitfalls

Routing to Other Modules

  • Generating NetworkBehaviour scripts → use the functional netcode module's netcode_add_network_behaviour_script
  • Bulk attaching NetworkObject/NetworkTransform in the scene → netcode module Components skills
  • Architecture-level decisions (Server-authoritative vs Distributed Authority) → also load architecture

Version Scope

This document targets com.unity.netcode.gameobjects 2.x (validated against 2.11.0, Unity 6000.0+). Some APIs (SendTo.Authority, RpcInvokePermission, the universal [Rpc] attribute) do not exist in 1.x.

© 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

SKILL.md and 8 other files in SkillsForUnity/unity-skills~/skills/netcode-design of Besty0728/Unity-Skills.

  • SKILL.md
  • LIFECYCLE.md
  • OWNERSHIP.md
  • PITFALLS.md
  • RPC.md
  • SCENE.md
  • SPAWNING.md
  • TRANSPORT.md
  • VARIABLES.md

Open the folder on GitHubat commit 12a40e4

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Kenshi Manual Freeplay Sessionnhoral/KenshiCoop283—~835Automated safety check: PassAGPL-3.0
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Questions about Unity Netcode Design

What does Unity Netcode Design do?

Source-anchored design rules for Netcode for GameObjects 2.x. Unity Netcode Design is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Netcode Design?

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

How do I install Unity Netcode Design in Claude Code?

Run `npx skills add Besty0728/Unity-Skills --skill unity-netcode-design -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/netcode-design in Besty0728/Unity-Skills) into .claude/skills/unity-netcode-design in your project. Claude Code loads it when a task matches its description.

How do I install Unity Netcode Design in Codex?

Run `npx skills add Besty0728/Unity-Skills --skill unity-netcode-design -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/netcode-design in Besty0728/Unity-Skills) into .agents/skills/unity-netcode-design in your project. Codex loads it when a task matches its description.

Can I use Unity Netcode Design 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-design -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-design, .gemini/skills/unity-netcode-design, .github/skills/unity-netcode-design and .opencode/skills/unity-netcode-design in your project.

What does Unity Netcode Design need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Netcode Design is instructions for the agent only.

Does Unity Netcode Design 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 Design 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 Design use?

Unity Netcode Design 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 Design use?

About 1.2k tokens (SKILL.md is roughly 4.7k 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 Design?

Skills that share tags, products or a category with Unity Netcode Design: 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 Design?

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.