unity-netcode-design

unity-netcode-design is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 279 tokens per session (1,485 once invoked), scanned A, original, MIT.

A reference guide for Unity Netcode for GameObjects, the Unity system for connecting game objects across a network. It records rules for network scripts, remote calls, ownership, spawning, and lifecycle order.

In plain words
What is it for?
Use it before writing or reviewing multiplayer Unity code involving network behaviours, remote procedure calls, network variables, managers, or spawned objects.
Why use it?
It helps agents avoid unsupported APIs and errors caused by calling network operations from the wrong side or at the wrong time.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it before writing or reviewing multiplayer Unity code involving network behaviours, remote procedure calls, network variables, managers, or spawned objects.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/netcode-design
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.

Any agent
npx skills add dyCuong03/unity-agent-team --skill netcode-design
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

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 unity-netcode-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/netcode-design/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/netcode-design)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/netcode-design"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/netcode-design/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-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/netcode-design"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/netcode-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 279 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,485 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 $0.00279 $0.01485
Opus 5.5 $0.00112 $0.00594
Sonnet 5.5 $0.00056 $0.00297
Haiku 4.5 $0.00028 $0.00148

Measured 11d ago against content hash 7b18cbb7c590, 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-design 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 11d 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/skills/unity-skills/skills/netcode-design/SKILL.md · 69 lines

How it starts

The opening of the file, as written. The whole thing — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Netcode for GameObjects - Design Rules

Advisory module. Every rule is distilled from com.unity.netcode.gameobjects 2.x source. Each rule cites a concrete file/line so the reasoning is auditable.

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

When to Load This Module

Load before writing or reviewing any of:

  • NetworkBehaviour scripts (OnNetworkSpawn / OnNetworkDespawn / RPCs / NetworkVariables)
  • NetworkManager startup / shutdown / scene switching
  • NetworkObject Spawn / Despawn / ChangeOwnership / TrySetParent
  • UnityTransport configuration (direct connect / Relay)
  • Any code that branches on IsHost / IsServer / IsClient / IsOwner

Critical Rule Summary (memorize even if you skip the sub-docs)

# Rule Source anchor
1 Spawn() / Despawn() must be called on Server/Host only; client-side calls fail. Runtime/Core/NetworkObject.cs:1884, 1921
2 OnNetworkSpawn() runs before Unity Start() and after Awake/OnEnable. Runtime/Core/NetworkBehaviour.cs:704 + InvokeBehaviourNetworkSpawn callers
3 Legacy [ServerRpc] method names must end with ServerRpc; [ClientRpc] must end with ClientRpc (ILPP enforced at compile time). Editor/CodeGen/ ILPP validators
4 New [Rpc(SendTo.X)] has no naming constraint; SendTo has 11 values. Runtime/Messaging/RpcTargets/RpcTarget.cs:9-80
5 PlayerPrefab must exist in NetworkPrefabsList or NetworkConfig.Prefabs or 2.x runtime rejects it. Runtime/Configuration/NetworkConfig.cs:40 + NetworkPrefabsList.cs:14
6 Nested NetworkObjects are forbidden (NetworkObject inside another NetworkObject prefab). Re-parent at runtime via TrySetParent. Runtime/Core/NetworkObject.cs:2135-2215
7 NetworkVariable<T> requires T to be unmanaged or implement INetworkSerializable. string, List<>, class are rejected. Runtime/NetworkVariable/NetworkVariable.cs:12 + ILPP
8 NetworkList<T> requires T: unmanaged, IEquatable<T>. It is NOT NetworkVariable<List<T>>. Runtime/NetworkVariable/Collections/NetworkList.cs:14
9 NetworkSceneManager.LoadScene/UnloadScene is Server-only. Runtime/SceneManagement/NetworkSceneManager.cs:1496, 1252
10 UnityTransport.SetRelayServerData and SetConnectionData are mutually exclusive; use one or the other. Runtime/Transports/UTP/UnityTransport.cs:776-897

Read the full file on GitHub · 69 lines

Files

What ships with it

8 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 11d ago First seen · 69 lines · 279 tokens per session scan A 7b18cbb7c590

Subscribe to this mod's changes

unity-netcode-design is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 279 tokens to every session and 1,485 once invoked, about $0.0011 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 2026-10-02.

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