uw-network-setup

uw-network-setup is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 149 tokens per session (1,976 once invoked), scanned A, a copy of uw-network-setup, MIT.

A workflow for generating multiplayer networking code for Unity using the project's selected networking package: NGO, Mirror, or Photon. It covers state synchronization, remote procedure calls, lobbies, and ownership rules.

In plain words
What is it for?
Use it to set up multiplayer systems, synchronize player or game state, write remote procedure calls, build lobbies, and define which side controls each piece of data.
Why use it?
It helps avoid networking code that uses the wrong package or gives unclear ownership of shared data. It also adapts the generated structure to the project's architecture and coding rules.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to set up multiplayer systems, synchronize player or game state, write remote procedure calls, build lobbies, and define which side controls each piece of data.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/uw-network-setup
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 IdoCohen560/claude-unity-game-studio --skill uw-network-setup
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.

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README.md
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Your own site
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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 uw-network-setup

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-network-setup"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-network-setup.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 149 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,976 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 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 $0.00149 $0.01976
Opus 5.5 $0.00060 $0.00790
Sonnet 5.5 $0.00030 $0.00395
Haiku 4.5 $0.00015 $0.00198

Measured 1mo ago against content hash 26f062d18f8b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

uw-network-setup 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 1mo 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 uw-network-setup — 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/uw-network-setup/SKILL.md · 197 lines

How it starts

The opening of the file, as written. The whole thing — 197 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Network Setup

Generate networking code adapted to the project's chosen package.

Before You Start

  1. Read docs/ProjectConfig.yaml for:
    • networking — the package name ("ngo", "mirror", "photon", or "none"). If "none", stop — do not generate networking code.
    • architecture_pattern — "so-first" or "di-first" (affects how network services are wired).
    • mcp.unity_mcp — if true, call refresh_unity after creating files.
  2. Read docs/TDD_Template.md for the authority matrix (who owns what data).
  3. Read docs/CODING_STANDARDS.md for async patterns (Awaitable + CancellationToken) and class structure.
  4. Read docs/NAMING_CONVENTIONS.md for file/class naming.

Package Quick Reference

Each package has a detailed reference file. Read the relevant one before generating code:

  • NGO (Netcode for GameObjects): references/ngo.md — Unity's first-party solution. Uses NetworkVariable, [Rpc] attributes.
  • Mirror: references/mirror.md — Community open-source. Uses [SyncVar], [Command]/[ClientRpc].
  • Photon (PUN2/Fusion): references/photon.md — Cloud-hosted. Uses IPunObservable, [PunRPC].

Core Patterns (All Packages)

State Synchronization

Every package has a mechanism for syncing state from server/host to clients. The pattern is the same — only the syntax differs.

Package Sync Mechanism Change Callback Example
NGO NetworkVariable<T> .OnValueChanged += handler _health.OnValueChanged += OnHealthChanged;
Mirror [SyncVar(hook = nameof(...))] Hook method [SyncVar(hook = nameof(OnHealthChanged))]
Photon IPunObservable OnPhotonSerializeView Manual read/write in serialize callback

Remote Procedure Calls (RPCs)

RPCs let clients request actions on the server, or the server push updates to clients.

NGO:

[Rpc(SendTo.Server)]
public void RequestDamageServerRpc(int amount)
{
    // Runs on server — validate before applying
    if (amount < 0 || amount > MAX_DAMAGE) return;
    _health.Value = Mathf.Max(0, _health.Value - amount);
}

[Rpc(SendTo.ClientsAndHost)]
public void PlayHitEffectClientRpc()
{
    // Runs on all clients — visual/audio only, no game state
}

Read the full file on GitHub · 197 lines

Files

What ships with it

3 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. 1mo ago First seen · 197 lines · 149 tokens per session scan A 26f062d18f8b

Subscribe to this mod's changes

uw-network-setup is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (23 stars, last pushed 3mo ago), licensed MIT. It adds 149 tokens to every session and 1,976 once invoked, about $0.0006 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to uw-network-setup, differing in 0 lines, and is treated as a copy.