unity-netcode

unity-netcode is a skill for Claude Code, Codex from Besty0728/Unity-Skills. It costs 19 tokens per session (3,498 once invoked), scanned A, original, MIT.

A set of instructions for setting up Netcode for GameObjects 2.x, Unity's networking package for multiplayer games. It covers registering network prefabs, connecting spawn logic, and starting hosts, servers, and clients.

In plain words
What is it for?
Use it when building multiplayer features in Unity 6000.0 or newer, including network-prefab registration, object spawning, and host, server, or client startup.
Why use it?
It checks whether the required package and Unity version are present and reports installation or version problems before setup can fail with confusing compile errors.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is **Strongly recommended**: before calling any `netcode_*` skill, load [netcode-design](../netcode-design/SKILL.md). NGO lifecycle and permission rules are strict.

Good fit Use it when building multiplayer features in Unity 6000.0 or newer, including network-prefab registration, object spawning, and host, server, or client startup.

Compare 6 skills from other repositories ↓
About the project

UnitySkills is a REST API-based automation engine that lets AI coding agents control Unity Editor projects, including scenes and other editor operations. It is for developers using Unity with supported coding agents and IDEs. The catalogue skills and commands provide the agent workflows used to operate Unity projects through the engine.

Besty0728/Unity-Skills · 1,862 stars · on GitHub · micostar.cc

Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/Besty0728/Unity-Skills
agentmods
npx agentmods add skills/besty0728/unity-skills/netcode

Made for: Claude Code, Codex.

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-netcode

README.md
[![agentmods](https://agentmods.dev/badge/skills/besty0728/unity-skills/netcode/github.svg)](https://agentmods.dev/skills/besty0728/unity-skills/netcode)
Your own site
<a href="https://agentmods.dev/skills/besty0728/unity-skills/netcode"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/netcode/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 unity-netcode

Your own site · 80×15
<a href="https://agentmods.dev/skills/besty0728/unity-skills/netcode"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/netcode.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 19 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,498 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. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Excessive Agency · line 26
    Skill enables autonomous high-impact decisions without human-in-the-loop verification. Critical operations (destructive commands, financial transactions, data deletion) should require explicit user confirmation.
    Fix: Add human-in-the-loop confirmation for destructive, irreversible, or high-impact operations. Never auto-execute commands that modify files, send data, or alter system state.
How audits are shown
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 $0.00019 $0.03498
Opus 5.5 $0.00008 $0.01399
Sonnet 5.5 $0.00004 $0.00700
Haiku 4.5 $0.00002 $0.00350

Measured 13d ago against content hash 767d5c40d729, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-netcode 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 13d 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.

SkillsForUnity/unity-skills~/skills/netcode/SKILL.md · 201 lines

How it starts

The opening of the file, as written. The whole thing — 201 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Scaffolding multiplayer
  • Registering network prefabs
  • Wiring spawn logic
  • Starting host/server/client
  • 搭建多人联机、注册网络预制体、连接生成逻辑、启动 host/server/client

Unity Netcode for GameObjects Skills

Automation for Netcode for GameObjects (NGO) multiplayer setup and operations. Every skill is source-verified against NGO 2.x; when the package is absent, each skill returns a NoNetcode() error with install instructions. A subset of skills additionally require NGO 2.5.0+ (see NGO 2.5+ features) — on an older 2.x install they return a structured "requires 2.5.0+" error instead of a compile error, since AttachableBehaviour/AttachableNode/ComponentController are detected by reflection, not by a dedicated version symbol.

Requires: com.unity.netcode.gameobjects (2.x), Unity 6000.0+. Strongly recommended: before calling any netcode_* skill, load netcode-design. NGO lifecycle and permission rules are strict; skills alone cannot prevent incorrect business code.

Guardrails

Operating Mode (v1.9 three-tier):

  • Approval (default): query/list/info skills (netcode_check_setup, netcode_get_manager_info, netcode_get_transport_info, netcode_list_network_objects, netcode_get_network_object_info, netcode_list_network_prefabs, netcode_list_network_behaviours, netcode_get_spawn_manager_info, netcode_get_scene_manager_info, netcode_get_status, netcode_version, netcode_attachable_info) run directly. Mutators (create/configure/attach/add) are FullAuto — on MODE_RESTRICTED, run the grant protocol.
  • Auto / Bypass: SemiAuto and FullAuto run directly.
  • Auto-forbidden in this module:
    • SkillOperation.Delete → netcode_remove_manager, netcode_remove_network_object, netcode_remove_from_prefabs_list
    • MayTriggerReload = true → netcode_add_network_behaviour_script (writes a new .cs, forces script compile + Domain Reload)
    • MayEnterPlayMode = true → netcode_start_host, netcode_start_server, netcode_start_client, netcode_shutdown

Read the full file on GitHub · 201 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. 13d ago Changed 767d5c40d729
  2. 1mo ago First seen · 201 lines · 19 tokens per session scan A 41bfeb4114fb

Subscribe to this mod's changes

unity-netcode is a skill published in the GitHub repository Besty0728/Unity-Skills (1,862 stars, last pushed today), licensed MIT. It adds 19 tokens to every session and 3,498 once invoked, about $0.0001 per session on Opus 5.5. 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.

Related

Other skills, from other repositories

pufferlib

Version-aware guidance for PufferLib reinforcement-learning environments, vectorization, policies, PuffeRL training, evaluation, and safe checkpoint review. Covers the native 5.0 build and environment API, published 3.0.0 Gymnasium/PettingZoo adaptation, and a pinned historical 4.0 profile.

K-Dense-AI/scientific-agent-skills · 68 tokens

dotcraft-unity

Use when dotcraft-unity MCP, CLI, or unityexecutecsharp is available, or when the user asks to inspect, automate, capture, or debug Unity Editor state, scenes, assets, Console logs, or GameView output. Provides background-first Unity Editor automation through MCP or CLI.

DotHarness/dotcraft-unity · 64 tokens

unity

Inspect, automate, and debug a running Unity Editor. Use for Unity scenes, assets, project state, Console logs, and Editor C# execution.

DotHarness/dotcraft-unity · 32 tokens

immersive-vibration-response

Provide autonomous, low-power haptic feedback and a playful, opinionated interaction style for players through the local ESP32 vibration bridge. Use for interactive games, embodied-agent play, roleplay, simulations, live narratives, and long-running creative or coding tasks whenever game events, decisions, task…

ra1nyxin/immersive-vibration-response-skill · 99 tokens

2dimg2motion

Use when a user provides one baseline image and requests game animation frames, sprite sequences, attack/walk/idle/hit/death/casting motion, transparent PNG frames, a spritesheet, keyframe prompts, or consistent whole-character pose animation.

WU-HAOTIAN34/2dimg2motion · 55 tokens

img2mo-learn

Learn reusable 2D motion-generation knowledge from user-specified action resources with /img2mo-learn . Use when the user provides videos, extracted frame sequences, spritesheets, Spine assets, generated outputs, failed attempts, or reference motion folders and wants to summarize animation timing, pose beats, style…

WU-HAOTIAN34/2dimg2motion · 104 tokens