unity-multiplayer

unity-multiplayer is a skill for Claude Code from Nice-Wolf-Studio/unity-claude-skills. It costs 80 tokens per session (4,037 once invoked), scanned A, original, MIT.

A guide to building multiplayer games in Unity 6, where several players share a game session over a network. It covers client-server designs, state synchronization, RPC messages, and Unity networking services.

In plain words
What is it for?
Use it when working with Netcode for GameObjects, NetworkManager, NetworkObjects, NetworkBehaviours, RPCs, NetworkVariables, Relay, Lobby, or multiplayer testing.
Why use it?
It helps developers choose how authority and player state should be handled across connected machines. It also brings the relevant Unity packages, services, and testing tools into one reference.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 35 skills shipped together

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/nice-wolf-studio/unity-claude-skills/unity-multiplayer
Any agent
npx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-multiplayer
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 35 skills.

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/nice-wolf-studio/unity-claude-skills/unity-multiplayer.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-multiplayer)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-multiplayer"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/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 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 $0.00080 $0.04037
Opus 5 $0.00040 $0.02018
Sonnet 5 $0.00016 $0.00807
Haiku 4.5 $0.00008 $0.00404

Measured 6d ago against content hash ab6c4e4e7ff5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, 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 6d 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

Copies of this mod

1 near-identical copy found in the catalogue:

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. 6d 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 Nice-Wolf-Studio/unity-claude-skills (30 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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