multiplayer-play-mode

multiplayer-play-mode is a command for Claude Code from AmaniDawn/DGame. It costs 0 tokens per session (3,361 once invoked), scanned A, original, MIT.

Unity commands for controlling Multiplayer Play Mode scenarios: a main Editor plus virtual player Editors, which are separate simulated game instances.

In plain words
What is it for?
Discovering virtual players and driving Play Mode scenarios with one or more simulated instances.
Why use it?
They let you start and inspect multiple multiplayer players instead of controlling only the main Editor. This helps reproduce and check interactions between clients and servers.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Discovering virtual players and driving Play Mode scenarios with one or more simulated instances.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/amanidawn/dgame/multiplayer-play-mode
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.

Clone the repo
git clone --depth 1 https://github.com/AmaniDawn/DGame

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for multiplayer-play-mode

README.md
[![agentmods](https://agentmods.dev/badge/commands/amanidawn/dgame/multiplayer-play-mode/github.svg)](https://agentmods.dev/commands/amanidawn/dgame/multiplayer-play-mode)
Your own site
<a href="https://agentmods.dev/commands/amanidawn/dgame/multiplayer-play-mode"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/multiplayer-play-mode/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for multiplayer-play-mode

Your own site · 80×15
<a href="https://agentmods.dev/commands/amanidawn/dgame/multiplayer-play-mode"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/multiplayer-play-mode.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,361 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00000 $0.03361
Opus 5.5 $0.00000 $0.01344
Sonnet 5.5 $0.00000 $0.00672
Haiku 4.5 $0.00000 $0.00336

Measured today against content hash 3648db5f4430, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

multiplayer-play-mode 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 today.

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.

GameUnity/Packages/com.unity.pipeline/Documentation~/commands/multiplayer-play-mode.md · 233 lines

How it starts

The opening of the file, as written. The whole thing — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Multiplayer Play Mode & instance commands

Commands to drive Multiplayer Play Mode (MPPM) Play Mode Scenarios — the main Editor plus one or more virtual player (clone) Editors — and to discover those instances so you can drive each one.

These are distinct from editor_play / editor_stop / editor_pause (see Editor lifecycle & observability), which control the main Editor only and never launch virtual players.

See Connectivity → Multiple instances for the clone topology (each clone is a separate Unity project under Library/VP/<vpId> with its own Library, port, and Pipeline server).

Availability

The editor.playmode scenario commands require Unity 6000.3 or newer and the com.unity.multiplayer.playmode package. Both conditions have to hold:

  • On 6000.5 and newer, scenario control runs on the public Unity.PlayMode.Editor.PlayModeScenarioManager API in UnityEditor.PlayModeModule, a built-in editor module that carries no public types before 6000.5.
  • On 6000.3 and 6000.4 (MPPM 2.0.x), the same commands, arguments and return shapes are implemented by reflection over MPPM's internal scenario types. Two differences: a player's id is its name (6000.3 players have no GUID), and editor.playmode create_scenario always writes to Assets/Settings/PlayMode/, using path only for the file name.
  • Virtual players come from the MPPM package. Without it there is nothing to orchestrate, so the commands are compiled out rather than registered and answering available: false. The package presence is detected by an asmdef version define (MPPM_AVAILABLE), so removing MPPM removes the commands on the next recompile.

Where either condition fails, these commands are absent from /api/commands and calling one fails as an unknown command. Probe /api/commands rather than branching on an available field. The package as a whole still supports 6000.0 — only this command group is gated.

Read the full file on GitHub · 233 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. today First seen · 233 lines · 0 tokens per session scan A 3648db5f4430

Subscribe to this mod's changes

multiplayer-play-mode is a command published in the GitHub repository AmaniDawn/DGame (177 stars, last pushed yesterday), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 3,361 tokens. 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 2026-11-06.

Related

multiplayer-play-mode compared with commands from other repositories

multiplayer-play-mode next to 6 commands from other repositories
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multiplayer-play-modeAmaniDawn/DGameCommand177yesterdayMITA0Claude Code
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