unity-network

unity-network is a command for Claude Code from XeldarAlz/everything-claude-unity. It costs 30 tokens per session (261 once invoked), scanned A, original, MIT.

A command for adding multiplayer networking to a Unity game. It detects or uses a networking framework such as Netcode, Mirror, Photon, or Fish-Net, then creates network code and configures the scene.

In plain words
What is it for?
Use it to synchronize movement or other state, add remote actions, configure a NetworkManager and transport, create player spawn points, register network prefabs, and check the Unity console.
Why use it?
It organizes the work needed to synchronize players and game state across computers. It also applies checks for server authority, ownership, network prefabs, and efficient state updates.

Command for Claude Code

Part of the everything-claude-unity plugin — 10 skills, 27 commands, 20 agents, 5 hooks shipped together

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 commands/xeldaralz/everything-claude-unity/unity-network
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 10 skills, 27 commands, 20 agents, 5 hooks.

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 unity-network

README.md
[![agentmods](https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-network.svg)](https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-network)
Your own site
<a href="https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-network"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-network.svg" alt="Measured on agentmods" height="20"></a>
Per session 30 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 261 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 $0.00030 $0.00261
Opus 5 $0.00015 $0.00130
Sonnet 5 $0.00006 $0.00052
Haiku 4.5 $0.00003 $0.00026

Measured 3d ago against content hash 59b0d72edb8a, 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 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 3d 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/commands/unity-network.md · 35 lines

What it actually says

/unity-network — Set Up Multiplayer

Implement networking based on: $ARGUMENTS

Workflow

Use the unity-network-dev agent to:

  1. Detect framework — check Packages/manifest.json for Netcode/Mirror/Photon/Fish-Net
  2. Plan the feature — identify what needs to sync (transform, state, RPCs)
  3. Write networking scripts:
    • NetworkBehaviour components
    • NetworkVariable for synced state
    • ServerRpc/ClientRpc for actions
    • Ownership checks (if (!IsOwner) return)
  4. Set up scene via MCP:
    • NetworkManager GameObject
    • Transport configuration
    • Player spawn points
    • Network prefab registration
  5. Verify via read_console

Key Rules

  • Server is authoritative — never trust client
  • Minimize RPCs — use NetworkVariables for continuous state
  • Always check ownership before processing input
  • Register all network prefabs with NetworkManager
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. 3d ago First seen · 35 lines · 30 tokens per session scan A 59b0d72edb8a

Subscribe to this mod's changes

unity-network is a command published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 30 tokens to every session and 261 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.