unity-multiplayer

unity-multiplayer is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 80 tokens per session (4,037 once invoked), scanned A, a copy of unity-multiplayer, MIT.

A guide to making Unity games work across multiple players over a network. It explains servers, clients, shared game state, player sessions, lobbies, and relay services that connect players.

In plain words
What is it for?
Use it when adding online multiplayer, player matchmaking, shared objects, remote procedure calls, or networked game sessions.
Why use it?
It clarifies how players communicate and how the game decides which computer controls each part of the game. This helps avoid inconsistent state and networking mistakes.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

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/idocohen560/claude-unity-game-studio/unity-multiplayer
Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill unity-multiplayer
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

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-multiplayer

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-multiplayer.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-multiplayer)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-multiplayer"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-multiplayer.svg" alt="Measured on agentmods" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,037 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 100% copy Near-identical to another mod 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 $0.00080 $0.04037
Opus 5 $0.00040 $0.02018
Sonnet 5 $0.00016 $0.00807
Haiku 4.5 $0.00008 $0.00404

Measured 2d ago against content hash ab6c4e4e7ff5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unity-multiplayer 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 2d 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.

Origin

This is a copy

100% identical to unity-multiplayer — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/unity-multiplayer/SKILL.md · 501 lines

How it starts

The opening of the file, as written. The whole thing — 501 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Multiplayer & Networking

Multiplayer Architecture Overview

Unity's multiplayer ecosystem comprises several layers:

Layer Package/Service Purpose
High-Level Netcode for GameObjects GameObject-based networking logic
High-Level Netcode for Entities DOTS-based networking
Low-Level Unity Transport (com.unity.transport) UDP/WebSocket communication with optional reliability, ordering, fragmentation
Services Relay NAT traversal via cloud relay servers
Services Lobby Matchmaking and session discovery
Services Sessions SDK Player group management
Tools Multiplayer Play Mode Simulate up to 4 players in-editor
Tools Multiplayer Tools Analysis, debugging, testing utilities

Topology options:

  • Client-Server (Dedicated): Server has authority; clients send inputs, server validates
  • Client-Server (Listen/Host): One player acts as both server and client
  • Distributed Authority: Ownership-based authority distributed among clients

Use the Multiplayer Center (Window > Multiplayer > Multiplayer Center) to get package recommendations based on your game's needs.

Netcode for GameObjects Setup

Installation

Install com.unity.netcode.gameobjects (v2.10+) via Package Manager. This automatically pulls in com.unity.transport.

NetworkManager Configuration

Add a NetworkManager component to a GameObject in your scene. It is the singleton entry point for all networking.

using Unity.Netcode;

public class GameLauncher : MonoBehaviour
{
    public void StartAsHost()
    {
        NetworkManager.Singleton.StartHost();
    }

    public void StartAsServer()
    {
        NetworkManager.Singleton.StartServer();
    }

    public void StartAsClient()
    {
        NetworkManager.Singleton.StartClient();
    }

    public void Shutdown()
    {
        NetworkManager.Singleton.Shutdown();
    }
}

Key NetworkManager properties:

  • IsServer, IsClient, IsHost -- execution context
  • ConnectedClients -- dictionary of connected clients
  • ConnectedClientsIds -- read-only list of client IDs
  • LocalClientId -- local client's ID
  • SceneManager -- NetworkSceneManager instance
  • SpawnManager -- NetworkSpawnManager instance
  • NetworkConfig -- project network configuration

Read the full file on GitHub · 501 lines

Files

What ships with it

2 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. 2d ago First seen · 501 lines · 80 tokens per session scan A ab6c4e4e7ff5

Subscribe to this mod's changes

unity-multiplayer is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 80 tokens to every session and 4,037 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-multiplayer, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

swarm

Run a multi-agent audit of a codebase by spawning specialized parallel subagents (security, performance, tests, architecture, dead-code), then synthesize their findings into a single prioritized action plan. Use this whenever the user runs /swarm, asks to "audit the repo," "review this codebase," "find issues across…

Zintellix/Claude-Skills · 138 tokens

memory-loop-setup

Bootstrap the memory loop into any repo or Obsidian vault. Triggers: (1) "set up the memory loop / second brain / warm layer here" or "install this structure in another repo/vault", (2) a new project asking "make the AI remember across sessions and surfaces".

Elliotoh-jin/claude-memory-loop · 66 tokens

discord-intent-application

Helps write the justification text for Discord Developer Portal privileged intent applications (Message Content, Server Members, Presence) for a specific bot. Takes a plain-text description of the bot's functionality and/or an uploaded/local codebase, screens the bot's features against Discord's known rejection…

The-LukeZ/discord-intent-application · 144 tokens

plan-qa

Post-implementation QA planning — independent of /review (the developer chooses whether to run them sequentially or in parallel), only when the change has a running surface worth driving. Interviews the developer to turn the specs and the diff into an executable QA specification (specs/qa/QA- - .md) that /execute-qa…

foyzulkarim/skills · 110 tokens

review

Phase 5 of 5 — triage-first review orchestrator; dispatches up to 17 domain checks in parallel and compiles one report. Use only when the user asks to run Phase 5 or review a PR, branch, or set of changes — never trigger automatically after writing code.

foyzulkarim/skills · 62 tokens

session-audit

Audit Claude Code session logs (/.claude/projects) for token waste and produce a ranked, attributed efficiency report (habit / skillfile / config). Use when the user asks to audit session efficiency, analyze token waste or cost blowups, review Claude Code usage cost, or asks "where are my tokens going".

foyzulkarim/skills · 67 tokens