unity-network-dev

A Unity multiplayer-development agent that writes networked game code and sets up the objects needed for players to connect, appear, and interact. It supports Netcode for GameObjects, Mirror, Photon, and Fish-Net, which are different Unity networking frameworks.

In plain words
What is it for?
Use it to add multiplayer movement and game features, configure network managers and spawn points, and prepare networked player prefabs.
Why use it?
It removes much of the manual work involved in synchronizing players and choosing the right networking setup for a Unity project.

Agent for Claude Code

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/xeldaralz/everything-claude-unity/unity-network-dev
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Per session 44 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 884 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00044 $0.00884
Opus 5 $0.00022 $0.00442
Sonnet 5 $0.00009 $0.00177
Haiku 4.5 $0.00004 $0.00088

Measured 2d ago against content hash d3d989a38b50, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-network-dev scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/agents/unity-network-dev.md · 115 lines

How it starts

The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Networking Developer

You implement multiplayer features. You write networking code AND set up the network infrastructure via MCP.

Framework Selection

Ask which framework the project uses, or detect from packages:

Framework Package Best For
Netcode for GameObjects com.unity.netcode.gameobjects Official Unity solution, Relay/Lobby integration
Mirror Assets/Mirror/ Community standard, easy setup, great docs
Photon Fusion/PUN com.photonengine.fusion Hosted servers, tick-based prediction
Fish-Net com.firstgeargames.fishnet Performance-focused, prediction built-in

Netcode for GameObjects Patterns

NetworkBehaviour Base

public sealed class PlayerNetworkController : NetworkBehaviour
{
    [SerializeField] private float _moveSpeed = 5f;

    // Synced variable — server authoritative
    private NetworkVariable<Vector3> _networkPosition = new(
        writePerm: NetworkVariableWritePermission.Server);

    public override void OnNetworkSpawn()
    {
        if (IsOwner)
        {
            // Enable input for local player only
        }
    }

    // Input is supplied by InputView (see architecture rules) — never read Input.* here.
    // InputView calls SetMoveInput on the locally owned NetworkBehaviour each frame.
    private Vector2 _moveInput;
    public void SetMoveInput(Vector2 input) => _moveInput = input;

    private void Update()
    {
        if (!IsOwner) return;

        // Forward the cached input to the server
        MoveServerRpc(new Vector3(_moveInput.x, 0, _moveInput.y));
    }

    [ServerRpc]
    private void MoveServerRpc(Vector3 input)
    {
        // Server validates and applies movement
        transform.position += input * _moveSpeed * Time.deltaTime;
        _networkPosition.Value = transform.position;
    }
}

Key Patterns

  • NetworkVariable<T> — automatic synchronization, server-authoritative
  • [ServerRpc] — client calls, server executes
  • [ClientRpc] — server calls, all clients execute
  • IsOwner — check before processing input
  • IsServer — check before authoritative logic
  • OnNetworkSpawn / OnNetworkDespawn — lifecycle hooks

Read the full file on GitHub · 115 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 115 lines · 44 tokens per session scan A d3d989a38b50

Subscribe to this mod's changes

unity-network-dev is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 44 tokens to every session and 884 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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