addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Set up Netcode for GameObjects (NGO 2.x) multiplayer
$ npx -y skills add Besty0728/Unity-Skills --skill netcode --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/netcodeContext preview
The summary Claude sees to decide when to auto-load this skill.
Set up Netcode for GameObjects (NGO 2.x) multiplayer
name: unity-netcode description: Set up Netcode for GameObjects (NGO 2.x) multiplayer
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Automation for Netcode for GameObjects (NGO) multiplayer setup and operations. Every skill is source-verified against NGO 2.x; when the package is absent, each skill returns a `NoNetcode()` error with install instructions. A subset of skills additionally require NGO **2.5.0+** (see [NGO 2.5+ features](#ngo-25-features)) — on an older 2.x install they return a structured "requires 2.5.0+" error instead of a compile error, since AttachableBehaviour/AttachableNode/ComponentController are detected by reflection, not by a dedicated version symbol.
> **Requires**: `com.unity.netcode.gameobjects` (2.x), Unity 6000.0+. > **Strongly recommended**: before calling any `netcode_*` skill, load [netcode-design](../netcode-design/SKILL.md). NGO lifecycle and permission rules are strict; skills alone cannot prevent incorrect business code.
**Operating Mode** (v1.9 three-tier):
These are reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns `MODE_FORBIDDEN`. Runtime control + Behaviour-script generation are the practical reason this module is gated.
**DO NOT** (common hallucinations):
**Routing**:
`netcode_add_*` / `netcode_configure_*` skills use the usual target parameters:
Prefer `instanceId` when there is a chance of duplicate names.
| Skill | Purpose | Key Parameters | |-------|---------|----------------| | `netcode_check_setup` | Verify package, NetworkManager, Transport, PlayerPrefab, and PrefabsList consistency | `verbose?` | | `netcode_create_manager` | Create NetworkManager + UnityTransport | `name?` | | `netcode_configure_manager` | Bulk-edit NetworkConfig (TickRate, ConnectionApproval, EnableSceneManagement, NetworkTopology, ...) | `name?`, 15+ optional fields | | `netcode_get_manager_info` | Read NetworkConfig + runtime state | `name?` | | `netcode_remove_manager` | Delete the NetworkManager (must already be Shutdown) | `name?` |
| Skill | Purpose | Key Parameters | |-------|---------|----------------| | `netcode_set_transport_address` | Direct connection: set Address / Port / ServerListenAddress | `address`, `port`, `serverListenAddress?` | | `netcode_set_relay_server_data` | Relay mode (mutually exclusive with direct connection) | `address`, `port`, `allocationIdBase64`, `keyBase64`, `connectionDataBase64`, `hostConnectionDataBase64?`, `isSecure?` | | `netcode_set_debug_simulator` | Simulate latency / jitter / packet loss (development only) | `packetDelay`, `packetJitter`, `dropRate` | | `netcode_get_transport_info` | Read current transport info | `name?` |
| Skill | Purpose | Key Parameters | |-------|---------|----------------| | `netcode_add_network_object` | Attach N
REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)