addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Set up Netcode for GameObjects (NGO 2.x) multiplayer
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill netcode --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill netcode -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill netcode -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill netcode -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill netcode -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill netcode -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill netcode -a windsurf -y
name: unity-netcode description: Set up Netcode for GameObjects (NGO 2.x) multiplayer
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).
| 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:
**DO NOT** (common hallucinations):
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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)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.