unity-networking

A guide for building online multiplayer features in Unity. It covers the software choices and rules for sharing game objects and their state between players.

In plain words
What is it for?
Use it to choose a networking framework, synchronize positions or health, send actions between players, create lobbies, spawn shared objects, and plan server or host setups.
Why use it?
It helps prevent multiplayer bugs caused by unclear ownership, mismatched game state, or an unsuitable network setup. It also helps structure player lobbies and connections.

Skill for Claude CodeCodex

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/thearcforge/hades/unity-networking
Any agent
npx skills add TheArcForge/Hades --skill unity-networking
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code, Codex.

Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,228 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 $0.00035 $0.05228
Opus 5 $0.00017 $0.02614
Sonnet 5 $0.00007 $0.01046
Haiku 4.5 $0.00003 $0.00523

Measured 2d ago against content hash d38c58a97faa, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-networking 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.

ClaudeCodePlugin/skills/unity-networking/SKILL.md · 665 lines

How it starts

The opening of the file, as written. The whole thing — 665 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Networking

Guidance for introducing multiplayer into a Unity 6 project: choosing a networking framework, modeling authority, synchronizing state efficiently, and structuring lobby and matchmaking flows.

When to Apply

Activate when the conversation involves:

  • Choosing between Netcode for GameObjects, Mirror, or Fishnet
  • Deciding which peer owns authority over a game object
  • Synchronizing position, health, or other state across clients
  • Implementing RPCs for ability activation, item pickup, or chat
  • Setting up a lobby with player ready-up and host migration
  • Spawning networked prefabs with proper ownership
  • Designing a dedicated-server, listen-server, or relay topology
  • Interest management or relevancy culling for large worlds

Do NOT activate for single-player AI behavior, local input handling, or physics-only questions — those go to hades:unity-ai-behavior, hades:unity-input, or hades:unity-performance.

Project Context Check

Before making recommendations:

  1. Detect the networking framework already in use:

    • Call graph_query(edgeKind: "references", edgeTargetNamePattern: "NetworkObject", edgeTargetKind: "Class") — presence indicates Netcode for GameObjects
    • Call graph_query(edgeKind: "references", edgeTargetNamePattern: "NetworkBehaviour", edgeTargetKind: "Class") — used by both NGO and Mirror; cross-reference with next check
    • Call graph_query(edgeKind: "references", edgeTargetNamePattern: "NetworkIdentity", edgeTargetKind: "Class") — Mirror-specific; confirms Mirror if found
    • Call search_by_name("*Network*") to surface any network-related scripts, managers, or config assets
  2. Check documented decisions in memory:

    • Call recall_memory("networking multiplayer authority") to find any recorded framework choice or topology decision
    • If a recalled decision shows warning, surface the conflict to the user before proceeding
  3. Adapt recommendations based on findings:

    • If NGO components already exist → default to NGO patterns for all new code
    • If Mirror components exist → use Mirror-flavored examples
    • If nothing is found and the project is greenfield → apply the Framework Selection decision tree below
    • After the user agrees on a framework or authority model not yet in memory, call propose_memory_update to record it

Read the full file on GitHub · 665 lines

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 · 665 lines · 35 tokens per session scan A d38c58a97faa

Subscribe to this mod's changes

unity-networking is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 6d ago), licensed MIT. It adds 35 tokens to every session and 5,228 once invoked, about $0.0002 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.

Related

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