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/netcode

Set up Netcode for GameObjects (NGO 2.x) multiplayer

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unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill netcode --agent claude-code

SKILL.md

netcode.SKILL.md
name: unity-netcode
description: Set up Netcode for GameObjects (NGO 2.x) multiplayer

Unity Netcode for GameObjects Skills

Setup and operation of Netcode for GameObjects (NGO) multiplayer. Parameters come from the schema (`GET /skills/schema?category=Netcode&wire=v2`); execution and dryRun rules: root [SKILL.md](../../SKILL.md). Walkthrough: [reference/quick-start.md](reference/quick-start.md). NGO 2.5+ attach features: [reference/ngo-2-5-features.md](reference/ngo-2-5-features.md). Code-level design (RPC direction, NetworkVariable permissions): [netcode-design](../netcode-design/SKILL.md).

When to use

  • Scaffolding multiplayer, or registering network prefabs
  • Adding NetworkObject, NetworkTransform or NetworkRigidbody components
  • Starting a host, server or client in Play Mode

Rules

  • Load [netcode-design](../netcode-design/SKILL.md) before writing NetworkBehaviour code; NGO lifecycle and permission rules are strict.
  • Targets NGO 2.x, validated against 2.13.3, on Unity 6000.0+. Target by `entityId` (preferred), `name`, `instanceId` or `path` (`Parent/Child`).
  • Spawn and Despawn are not skills. Call them from NetworkBehaviour code on the server, with a running NetworkManager.
  • Listing the PlayerPrefab in a NetworkPrefabsList is recommended, not enforced. An explicit entry is the only way to set an override.
  • `netcode_add_to_prefabs_list` does not add a NetworkObject. Call `netcode_add_network_object` first.
  • Runtime control (`netcode_start_*`, `netcode_shutdown`, `netcode_get_status`) needs Play Mode; Edit Mode calls return an error.
  • Address and ServerListenAddress differ: on a client `address` is the server; on a server `serverListenAddress` is the bind address.
  • `useRigidbody2D` switches between NetworkRigidbody and NetworkRigidbody2D.
  • Operating mode: query and info skills run in every mode. Creators and configurators need a grant under Approval.
  • Refused under Approval and Auto, and run only in Bypass or when allowlisted: deletes (`netcode_remove_*`), `netcode_add_network_behaviour_script` (writes a `.cs`, triggers a reload) and the Play Mode controls (`netcode_start_*`, `netcode_shutdown`).
  • Without `com.unity.netcode.gameobjects`, every skill returns a `NoNetcode()` error with install instructions. Outside 2.x every skill except `netcode_version` returns `SKILL_ERROR` with `reason: unsupported_package_version`.

Pitfalls

  • NGO 3.x is not supported: it needs Unity 6000.7 (beta) and this module has not been adapted to it. Tell the user they can pin `com.unity.netcode.gameobjects` to 2.13.3; the version change is their call.
  • `netcode_set_debug_simulator` always returns an error and writes nothing: UnityTransport's debug simulator has done nothing since NGO 2.2.0. Use the Network Simulator in `com.unity.multiplayer.tools`.
  • `netcode_configure_manager` is the one place for NetworkConfig edits such as tick rate and protocol.

Skills Overview

| Group | Skills | Purpose | |-------|--------|---------| | Setup and validation | `netcode_check_setup`, `netcode_create_manager`, `netcode_configure_manager`, `netcode_get_manager_info`, `netcode_remove_manager` | Verify and create the NetworkManager; bulk-edit NetworkConfig | | Transport | `netcode_set_transport_address`, `netcode_set_relay_server_data`, `netcode_set_debug_simulator`, `netcode_get_transport_info` | Direct or relay connection; the simulator is non-functional | | NetworkObject | `netcode_add_network_object`, `netcode_configure_network_object`, `netcode_remove_network_object`, `netcode_list_network_objects`, `netcode_get_network_object_info` | Attach and inspect NetworkObjects | | Prefabs list | `netcode_create_prefabs_list`, `netcode_add_to_prefabs_list`, `netcode_remove_from_prefabs_list`, `netcode_list_network_prefabs`, `netcode_set_player_prefab` | Network prefab registration and the player prefab | | Components | `netcode_add_network_transform`, `netcode_configure_network_transform`, `netcode_add_network_rigidbody`, `netcode_add_network_animator`, `netcode_add_network_behaviour_script`, `netcode_list_network_behaviours` | NetworkTransform, NetworkRigidbody, NetworkAnimator, NetworkBehaviour templates | | Scene and spawning | `netcode_configure_scene_management`, `netcode_get_spawn_manager_info`, `netcode_get_scene_manager_info` | Scene management config and spawn or scene state | | Runtime control (Play Mode) | `netcode_start_host`, `netcode_start_server`, `netcode_start_client`, `netcode_shutdown`, `netcode_get_status` | Start and stop sessions; IsHost, IsServer, IsClient, NetworkTime | | NGO 2.5+ attach | `netcode_version`, `netcode_attachable_info`, `netcode_attachable_add`, `netcode_attachable_node_add`, `netcode_component_controller_add`, `netcode_component_controller_configure` | AttachableBehaviour, AttachableNode and ComponentController; details in the reference |

Parameters of each skill come from the schema. Key parameters for the ones most often misread:

  • `netcode_set_relay_server_data`: relay mode, mutually exclusive with a direct address.
  • `netcode_configure_scene_management`: `EnableSceneManagement`, `LoadSceneTimeOut`, `ClientSynchronizationMode`.
  • `netcode_shutdown`: optional `discardMessageQueue`.

**DO NOT** (common hallucinations):

  • `netcode_spawn_object` and `netcode_spawn_player` do not exist: spawn from runtime code with `.Spawn()` or `NetworkManager.SpawnManager.InstantiateAndSpawn`.
  • `netcode_register_scene` does not exist: scene registration goes through Build Settings and `EnableSceneManagement`.
  • `netcode_set_tick_rate` and `netcode_set_protocol` do not exist: use `netcode_configure_manager`.
  • Do not assume `netcode_start_host` works in Edit Mode.
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Questions about netcode.

Which coding agents can use netcode?
netcode installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.