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/thearcforge/hades/unity-networkingnpx skills add TheArcForge/Hades --skill unity-networkinggit clone --depth 1 https://github.com/TheArcForge/HadesWhat 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 | $0.00035 | $0.05228 |
| Opus 5 | $0.00017 | $0.02614 |
| Sonnet 5 | $0.00007 | $0.01046 |
| Haiku 4.5 | $0.00003 | $0.00523 |
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.
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:
-
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
- Call
-
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
- Call
-
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_updateto record it
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 · 665 lines · 35 tokens per session scan A d38c58a97faa
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.
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