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.
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-multiplayernpx skills add IdoCohen560/claude-unity-game-studio --skill unity-multiplayergit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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.
[](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-multiplayer)<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>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.
| Model | Per session | Once 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 |
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.
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.
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 contextConnectedClients-- dictionary of connected clientsConnectedClientsIds-- read-only list of client IDsLocalClientId-- local client's IDSceneManager--NetworkSceneManagerinstanceSpawnManager--NetworkSpawnManagerinstanceNetworkConfig-- project network configuration
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.
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.
- 2d ago First seen · 501 lines · 80 tokens per session scan A ab6c4e4e7ff5
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.
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