gamedev-unity/skills/unity-skills/skills/netcode-design/SKILL.md
Source-anchored design rules for Netcode for GameObjects 2.x — lifecycle, ownership, RPCs, NetworkVariables, spawning, scene management, transport, and pitfalls. Use when writing or reviewing multiplayer code, designing server/distributed authority, wiring RPCs or NetworkVariables, or debugging netcode, even if the user just says "联机" or "多人同步". 为 Netcode for GameObjects 2.x 提供源码锚定的设计规则(生命周期、所有权、RPC、NetworkVariable、生成、场景管理、传输、陷阱);当用户要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、或排查 netcode 问题时使用。
npx skillsauth add bernatmv/ai-rules unity-netcode-designInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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).
Load before writing or reviewing any of:
| # | Rule | Source anchor |
|---|------|---------------|
| 1 | Spawn() / Despawn() must be called on Server/Host only; client-side calls fail. | Runtime/Core/NetworkObject.cs:1884, 1921 |
| 2 | OnNetworkSpawn() runs before Unity Start() and after Awake/OnEnable. | Runtime/Core/NetworkBehaviour.cs:704 + InvokeBehaviourNetworkSpawn callers |
| 3 | Legacy [ServerRpc] method names must end with ServerRpc; [ClientRpc] must end with ClientRpc (ILPP enforced at compile time). | Editor/CodeGen/ ILPP validators |
| 4 | New [Rpc(SendTo.X)] has no naming constraint; SendTo has 11 values. | Runtime/Messaging/RpcTargets/RpcTarget.cs:9-80 |
| 5 | PlayerPrefab must exist in NetworkPrefabsList or NetworkConfig.Prefabs or 2.x runtime rejects it. | Runtime/Configuration/NetworkConfig.cs:40 + NetworkPrefabsList.cs:14 |
| 6 | Nested NetworkObjects are forbidden (NetworkObject inside another NetworkObject prefab). Re-parent at runtime via TrySetParent. | Runtime/Core/NetworkObject.cs:2135-2215 |
| 7 | NetworkVariable<T> requires T to be unmanaged or implement INetworkSerializable. string, List<>, class are rejected. | Runtime/NetworkVariable/NetworkVariable.cs:12 + ILPP |
| 8 | NetworkList<T> requires T: unmanaged, IEquatable<T>. It is NOT NetworkVariable<List<T>>. | Runtime/NetworkVariable/Collections/NetworkList.cs:14 |
| 9 | NetworkSceneManager.LoadScene/UnloadScene is Server-only. | Runtime/SceneManagement/NetworkSceneManager.cs:1496, 1252 |
| 10 | UnityTransport.SetRelayServerData and SetConnectionData are mutually exclusive; use one or the other. | Runtime/Transports/UTP/UnityTransport.cs:776-897 |
| Sub-doc | When to read |
|---------|--------------|
| LIFECYCLE.md | Lifecycle, callback ordering, Awake/OnNetworkSpawn/Start differences |
| OWNERSHIP.md | IsOwner/IsServer/IsHost permission matrix, ChangeOwnership, Distributed Authority |
| RPC.md | Choosing RPC attributes, SendTo semantics, RpcInvokePermission, deprecated paths |
| VARIABLES.md | NetworkVariable/NetworkList init and serialization constraints |
| SPAWNING.md | Prefab registration → Spawn → Despawn, GlobalObjectIdHash, SpawnAsPlayerObject |
| SCENE.md | NetworkSceneManager, EnableSceneManagement, in-scene object sync |
| TRANSPORT.md | UnityTransport direct / Relay / DebugSimulator configuration |
| PITFALLS.md | 30 concrete hallucination pitfalls |
netcode module's netcode_add_network_behaviour_scriptnetcode module Components skillsThis 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.
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。