unity-netcode

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

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

Made for: Claude Code, Codex.

Per session 19 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,474 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 $0.00019 $0.03474
Opus 5 $0.00010 $0.01737
Sonnet 5 $0.00004 $0.00695
Haiku 4.5 $0.00002 $0.00347

Measured yesterday against content hash 41bfeb4114fb, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 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.

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.Deletenetcode_remove_manager, netcode_remove_network_object, netcode_remove_from_prefabs_list
    • MayTriggerReload = truenetcode_add_network_behaviour_script (writes a new .cs, forces script compile + Domain Reload)
    • MayEnterPlayMode = truenetcode_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. yesterday 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 (1,690 stars, last pushed 2d ago), licensed MIT. It adds 19 tokens to every session and 3,474 once invoked, about $0.0001 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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