gamedev-unity/skills/unity-skills/skills/netcode/SKILL.md
Set up Netcode for GameObjects (NGO 2.x) multiplayer — configure NetworkManager, NetworkObjects/prefabs, spawning, and host/server/client lifecycle. Use when scaffolding multiplayer, registering network prefabs, wiring spawn logic, or starting host/server/client, even if the user just says "联机" or "多人游戏". 搭建 Netcode for GameObjects(NGO 2.x)多人联机(配置 NetworkManager、NetworkObject/预制体、生成、host/server/client 生命周期);当用户要搭建多人联机、注册网络预制体、连接生成逻辑或启动 host/server/client 时使用。
npx skillsauth add bernatmv/ai-rules unity-netcodeInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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.
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) 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) | className, path, includeRpc?, includeNetworkVariable?, includeOwnershipCallbacks? |
| 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 |
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 2.11.0). Legacy 1.x (old prefabs list layout, different RPC model) is out of scope for this module.
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.
development
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。