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unity-netcode-design

unity-netcode-design

github.com/besty0728Development1.9k73 installsUpdated today
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About unity-netcode-design

A documentation skill for developers building or reviewing multiplayer code with Netcode for GameObjects 2.x. Its source-cited rules cover networking lifecycle, RPCs, network variables, spawning, scenes, and transport configuration.

Key features

  1. 01NetworkBehaviour lifecycle guidance
  2. 02RPC and ownership rules
  3. 03NetworkVariable serialization constraints
  4. 04NetworkObject spawning and scene rules
  5. 05UnityTransport configuration guidance

Use cases

  1. 01Reviewing multiplayer gameplay code
  2. 02Designing server or distributed authority
  3. 03Debugging RPC and network variable behavior
  4. 04Configuring network object and transport flows

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/besty0728/unity-skills --skill unity-netcode-design

After installing, type/unity-netcode-designin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

LIFECYCLE.md
OWNERSHIP.md
PITFALLS.md
RPC.md
SCENE.md
SPAWNING.md
TRANSPORT.md
VARIABLES.md

Details

From the project README

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.

Triggers

  • Writing or reviewing multiplayer code
  • Designing server/distributed authority
  • Wiring RPCs or NetworkVariables
  • Debugging netcode
  • 编写或审查多人联机代码、设计服务器/分布式权威、连接 RPC 或网络变量、排查 netcode 问题

Netcode for GameObjects - Design Rules

Advisory module. Every rule is distilled from com.unity.netcode.gameobjects 2.x source. Each rule cites a concrete file/line so the reasoning is auditable.

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

When to Load This Module

Load before writing or reviewing any of:

  • NetworkBehaviour scripts (OnNetworkSpawn / OnNetworkDespawn / RPCs / NetworkVariables)
  • NetworkManager startup / shutdown / scene switching
  • NetworkObject Spawn / Despawn / ChangeOwnership / TrySetParent
  • UnityTransport configuration (direct connect / Relay)
  • Any code that branches on IsHost / IsServer / IsClient / IsOwner

Critical Rule Summary (memorize even if you skip the sub-docs)

#RuleSource anchor
1Spawn() / Despawn() must be called on Server/Host only; client-side calls fail.Runtime/Core/NetworkObject.cs:1884, 1921
2OnNetworkSpawn() runs before Unity Start() and after Awake/OnEnable.Runtime/Core/NetworkBehaviour.cs:704 + InvokeBehaviourNetworkSpawn callers
3Legacy [ServerRpc] method names must end with ServerRpc; [ClientRpc] must end with ClientRpc (ILPP enforced at compile time).Editor/CodeGen/ ILPP validators
4New [Rpc(SendTo.X)] has no naming constraint; SendTo has 11 values.Runtime/Messaging/RpcTargets/RpcTarget.cs:9-80
5PlayerPrefab must exist in NetworkPrefabsList or NetworkConfig.Prefabs or 2.x runtime rejects it.Runtime/Configuration/NetworkConfig.cs:40 + NetworkPrefabsList.cs:14
6Nested NetworkObjects are forbidden (NetworkObject inside another NetworkObject prefab). Re-parent at runtime via TrySetParent.Runtime/Core/NetworkObject.cs:2135-2215
7NetworkVariable<T> requires T to be unmanaged or implement INetworkSerializable. string, List<>, class are rejected.Runtime/NetworkVariable/NetworkVariable.cs:12 + ILPP
8NetworkList<T> requires T: unmanaged, IEquatable<T>. It is NOT NetworkVariable<List<T>>.Runtime/NetworkVariable/Collections/NetworkList.cs:14
9NetworkSceneManager.LoadScene/UnloadScene is Server-only.Runtime/SceneManagement/NetworkSceneManager.cs:1496, 1252
10UnityTransport.SetRelayServerData and SetConnectionData are mutually exclusive; use one or the other.Runtime/Transports/UTP/UnityTransport.cs:776-897

Sub-doc Routing

Sub-docWhen to read
LIFECYCLE.mdLifecycle, callback ordering, Awake/OnNetworkSpawn/Start differences
OWNERSHIP.mdIsOwner/IsServer/IsHost permission matrix, ChangeOwnership, Distributed Authority
RPC.mdChoosing RPC attributes, SendTo semantics, RpcInvokePermission, deprecated paths
VARIABLES.mdNetworkVariable/NetworkList init and serialization constraints
SPAWNING.mdPrefab registration → Spawn → Despawn, GlobalObjectIdHash, SpawnAsPlayerObject
SCENE.mdNetworkSceneManager, EnableSceneManagement, in-scene object sync
TRANSPORT.mdUnityTransport direct / Relay / DebugSimulator configuration
PITFALLS.md30 concrete hallucination pitfalls

Routing to Other Modules

  • Generating NetworkBehaviour scripts → use the functional netcode module's netcode_add_network_behaviour_script
  • Bulk attaching NetworkObject/NetworkTransform in the scene → netcode module Components skills
  • Architecture-level decisions (Server-authoritative vs Distributed Authority) → also load architecture

Version Scope

This document targets com.unity.netcode.gameobjects 2.x (validated against 2.11.0, Unity 6000.0+). Some APIs (SendTo.Authority, RpcInvokePermission, the universal [Rpc] attribute) do not exist in 1.x.

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