unity-networking

A set of coding rules for Unity multiplayer games using Netcode for GameObjects. Unity is a game engine, and Netcode for GameObjects is its library for synchronizing game objects over a network.

In plain words
What is it for?
Writing or reviewing Unity networking code, including NetworkBehaviour classes, synchronized values, spawn handling, and owner- or server-only logic.
Why use it?
It keeps networked game code consistent and helps avoid mistakes around server authority, ownership, state changes, and cleanup.

Cursor rule for Cursor

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 rules/common-ka/ai-agent-unity-rules/unity-networking
Clone the repo
git clone --depth 1 https://github.com/Common-ka/ai-agent-unity-rules

Made for: Cursor.

Per session 5 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 488 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 $0.00005 $0.00488
Opus 5 $0.00003 $0.00244
Sonnet 5 $0.00001 $0.00098
Haiku 4.5 $0.00001 $0.00049

Measured yesterday against content hash b5e9c1c94945, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-networking 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 yesterday.

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.

.cursor/rules/unity-networking.mdc · 85 lines

What it actually says

Netcode for GameObjects

NetworkBehaviour

using System;
using Unity.Netcode;
using UnityEngine;

public class NetworkPlayer : NetworkBehaviour
{
    // Modern Standard: Use _camelCase for private fields, remove "m_" prefix
    // Security: NetworkVariable should usually be read-only for others
    private readonly NetworkVariable<int> _health = new NetworkVariable<int>(
        100, 
        NetworkVariableReadPermission.Everyone, 
        NetworkVariableWritePermission.Server
    );

    // Reactivity: Event to update UI/Animations when health changes
    public event Action<int> OnHealthChanged;

    public override void OnNetworkSpawn()
    {
        // Subscribe to changes to update UI automatically
        _health.OnValueChanged += HandleHealthChanged;
        
        // Initialize state immediately on spawn
        HandleHealthChanged(0, _health.Value);

        if (IsOwner)
        {
            // Owner only logic (e.g., Input handling)
        }
        
        if (IsServer)
        {
            // Server only logic
        }
    }

    public override void OnNetworkDespawn()
    {
        _health.OnValueChanged -= HandleHealthChanged;
    }

    private void HandleHealthChanged(int previousValue, int newValue)
    {
        // Update UI or play local sounds here
        OnHealthChanged?.Invoke(newValue);
    }
    
    // FIX: Removed insecure [ServerRpc] that allowed clients to dictate damage.
    // Replaced with a Server-side method. This should be called by the server
    // when a projectile hits or an explosion occurs.
    public void TakeDamage(int damage)
    {
        // Security check: Only the server can modify state
        if (!IsServer) return;
        
        // Validation: Prevent negative damage or logic errors
        if (damage < 0) return;

        // State safety: Clamp values to prevent underflow
        int newHealth = _health.Value - damage;
        _health.Value = Mathf.Clamp(newHealth, 0, 100);

        if (_health.Value == 0)
        {
            // Handle death
        }
    }
    
    [ClientRpc]
    public void PlayEffectClientRpc()
    {
        // Play visual/audio effect on all clients
    }
}
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. yesterday First seen · 85 lines · 5 tokens per session scan A b5e9c1c94945

Subscribe to this mod's changes

unity-networking is a cursor rule published in the GitHub repository Common-ka/ai-agent-unity-rules (39 stars, last pushed 8mo ago), licensed MIT. It adds 5 tokens to every session and 488 once invoked, about $0.0000 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.