besty0728/unity-netcode
Set up Netcode for GameObjects (NGO 2.x) multiplayer — configure NetworkManager, NetworkObjects/prefabs, spawning, and host/server/client lifecycle. Use when scaffolding multiplayer, registering network prefabs, wiring spawn logic, or starting host/server/client, even if the user just says "联机" or "多人游戏". 搭建 Netcode for GameObjects(NGO 2.x)多人联机(配置 NetworkManager、NetworkObject/预制体、生成、host/server/client 生命周期);当用户要搭建多人联机、注册网络预制体、连接生成逻辑或启动 host/server/client 时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-netcode
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) — 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. NGO lifecycle and permission rules are strict; skills alone cannot prevent incorrect business code.
Operating Mode (v1.9 three-tier):
netcode_check_setup, netcode_get_manager_info, netcode_get_transport_info, netcode_list_network_objects, netcode_get_network_object_info, netcode_list_network_prefabs, netcode_list_network_behaviours, netcode_get_spawn_manager_info, netcode_get_scene_manager_info, netcode_get_status, netcode_version, netcode_attachable_info) run directly. Mutators (create/configure/attach/add) are FullAuto — on MODE_RESTRICTED, run the grant protocol.SkillOperation.Delete → netcode_remove_manager, netcode_remove_network_object, netcode_remove_from_prefabs_listMayTriggerReload = true → netcode_add_network_behaviour_script (writes a new .cs, forces script compile + Domain Reload)MayEnterPlayMode = true → netcode_start_host, netcode_start_server, netcode_start_client, netcode_shutdownThese 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.
com.unity.netcode.gameobjects is missing, every skill returns a NoNetcode() error with install instructions.DO NOT (common hallucinations):
netcode_spawn_object / netcode_spawn_player — do not exist. Spawn must happen in runtime code (NetworkBehaviour) via .Spawn() or NetworkManager.SpawnManager.InstantiateAndSpawn. Skills do not proxy Spawn because Spawn requires a running NetworkManager.netcode_register_scene — does not exist. Scene registration goes through Build Settings + EnableSceneManagement. This module only exposes netcode_configure_scene_management for reading/writing the config.netcode_set_tick_rate / netcode_set_protocol as standalone skills — do not exist. Use netcode_configure_manager for all NetworkConfig edits.netcode_start_host works in Edit Mode. All Runtime control skills require PlayMode.netcode_add_to_prefabs_list automatically attaches a NetworkObject component. Call netcode_add_network_object first.Routing:
gameobjectcomponentNetworkManager.SceneManager.LoadScene from the generated NetworkBehaviour; this module does not execute itnetcode_add_* / netcode_configure_* skills use the usual target parameters:
name — scene object nameinstanceId — Unity InstanceID (exact)path — hierarchy path Parent/ChildPrefer 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 NetworkObject to a GameObject | name/instanceId/path + NetworkObject fields |
| netcode_configure_network_object | Modify fields on an existing NetworkObject | same as above |
| netcode_remove_network_object | Remove a NetworkObject (must not be currently spawned) | same as above |
| netcode_list_network_objects | List all NetworkObjects in scene (including runtime state) | includeInactive? |
| netcode_get_network_object_info | Query a single NetworkObject in detail | same as above |
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| netcode_create_prefabs_list | Create a NetworkPrefabsList asset | path, assignToManager? |
| netcode_add_to_prefabs_list | Add a prefab (optional override: None/Prefab/Hash) | listPath, prefabPath, overrideMode?, ... |
| netcode_remove_from_prefabs_list | Remove a prefab entry | listPath, prefabPath |
| netcode_list_network_prefabs | List every entry with its hash | listPath |
| netcode_set_player_prefab | Set NetworkConfig.PlayerPrefab | prefabPath, name? |
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| netcode_add_network_transform | Attach NetworkTransform with axis sync toggles | target + 15 optional fields |
| netcode_configure_network_transform | Edit fields / thresholds on an existing NT | includes PositionThreshold etc. |
| netcode_add_network_rigidbody | Attach NetworkRigidbody / NetworkRigidbody2D | useRigidbody2D?, useRigidBodyForMotion? |
| netcode_add_network_animator | Attach NetworkAnimator (Animator required) | target |
| netcode_add_network_behaviour_script | Generate a NetworkBehaviour script template (OnNetworkSpawn/Despawn + optional RPC/NetworkVariable/Ownership/NGO 2.5+ OnNetworkPreDespawn) | className, path, includeRpc?, includeNetworkVariable?, includeOwnershipCallbacks?, includePreDespawn? |
| netcode_list_network_behaviours | List NetworkBehaviour subclass instances in the scene | includeInactive? |
| Skill | Purpose |
|-------|---------|
| netcode_configure_scene_management | Set EnableSceneManagement / LoadSceneTimeOut / ClientSynchronizationMode |
| netcode_get_spawn_manager_info | Runtime: list SpawnedObjects |
| netcode_get_scene_manager_info | Runtime: read scene load state |
| Skill | Purpose |
|-------|---------|
| netcode_start_host | Start Host |
| netcode_start_server | Start Server |
| netcode_start_client | Start Client |
| netcode_shutdown | Shut down (optional discardMessageQueue) |
| netcode_get_status | Read IsHost / IsServer / IsClient, LocalClientId, ConnectedClients, NetworkTime |
Added in Netcode for GameObjects 2.5.0 (verified against the package CHANGELOG, PR #3518): AttachableBehaviour / AttachableNode are an alternate "attach" parenting system that avoids the classic NetworkObject parenting pitfalls; ComponentController network-synchronizes the enabled/disabled state of a list of components. On NGO 2.0–2.4.x (NETCODE_GAMEOBJECTS is still active, but these types don't exist yet) every skill below returns a structured requires 2.5.0+ error instead of failing — call netcode_version first to confirm.
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| netcode_version | Report installed NGO version and 2.5+ feature availability | — |
| netcode_attachable_info | Audit the scene's AttachableBehaviour / AttachableNode / ComponentController distribution | includeInactive? |
| netcode_attachable_add | Attach an AttachableBehaviour to a GameObject nested under a NetworkObject | target + autoDetach? (None/OnAttachNodeDestroy/OnDespawn/OnOwnershipChange, comma-separated) |
| netcode_attachable_node_add | Attach an AttachableNode (the socket an AttachableBehaviour attaches to) | target + detachOnDespawn? |
| netcode_component_controller_add | Attach a ComponentController to a GameObject | target + startEnabled? |
| netcode_component_controller_configure | Set StartEnabled and/or populate the synchronized component list from target GameObjects (mirrors dragging a GameObject onto the Components field in the Inspector) | target, targetPaths?, clearExisting?, startEnabled? |
Notes:
AttachableBehaviour must live on a child GameObject nested under a NetworkObject's hierarchy, not directly on the NetworkObject's own GameObject.AttachableNode must belong to a *different* NetworkObject than the AttachableBehaviour instances attaching to it.Attach() / Detach() are runtime-only calls (require both instances spawned) and are intentionally not exposed as skills — same rationale as netcode_spawn_object not existing (see DO NOT above): the caller must already have a running NetworkManager and do this from NetworkBehaviour code.netcode_component_controller_configure's targetPaths accepts whole GameObjects; NGO's own OnValidate() (invoked by this skill) expands each into every eligible child component with a public bool enabled property, skipping NetworkBehaviour/NetworkObject/NetworkManager — identical to what happens when you drag a GameObject onto the Components field in the Inspector.import unity_skills as u
# 1. Inspect current state
u.call_skill("netcode_check_setup")
# 2. Create NetworkManager + UnityTransport
u.call_skill("netcode_create_manager", name="NetworkManager")
# 3. Configure the NetworkConfig
u.call_skill("netcode_configure_manager",
tickRate=30,
connectionApproval=False,
enableSceneManagement=True,
networkTopology="ClientServer")
# 4. Transport
u.call_skill("netcode_set_transport_address",
address="127.0.0.1", port=7777, serverListenAddress="0.0.0.0")
# 5. Player prefab setup
# NOTE: add_network_object on a prefab path depends on GameObjectFinder support.
# Safer route: instantiate the prefab in the scene first, then attach.
u.call_skill("netcode_add_network_object", path="Assets/Prefabs/Player.prefab")
u.call_skill("netcode_create_prefabs_list", path="Assets/NetworkPrefabs.asset")
u.call_skill("netcode_add_to_prefabs_list",
listPath="Assets/NetworkPrefabs.asset",
prefabPath="Assets/Prefabs/Player.prefab")
u.call_skill("netcode_set_player_prefab", prefabPath="Assets/Prefabs/Player.prefab")
# 6. Generate a NetworkBehaviour template
u.call_skill("netcode_add_network_behaviour_script",
className="PlayerController",
path="Assets/Scripts/PlayerController.cs",
includeRpc=True, includeNetworkVariable=True)
# 7. Drive the session in PlayMode
u.call_skill("editor_play") # enter PlayMode
u.call_skill("netcode_start_host")
u.call_skill("netcode_get_status")
u.call_skill("netcode_shutdown")
u.call_skill("editor_stop")
netcode_add_to_prefabs_list.Address is the target server IP. On a server, ServerListenAddress is the bind address (usually 0.0.0.0).useRigidbody2D switches between NetworkRigidbody and NetworkRigidbody2D. Unrelated physics settings (e.g. Physics2D.AutoSyncTransforms) live elsewhere.Targets NGO 2.x (validated against 2.13.1). Legacy 1.x (old prefabs list layout, different RPC model) is out of scope for this module. The NGO 2.5+ features skills additionally require 2.5.0+ within that range; call netcode_version to check before relying on them.
For exact parameter names, defaults, and return fields, query GET /skills/schema or unity_skills.get_skill_schema(). This document is a routing and best-practice guide, not the authoritative signature source.
Take besty0728/unity-netcode from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.