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Unity Netcode

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Besty0728
unity-netcode

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

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-netcode
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1.8K
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164
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Netcode AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Netcode in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Netcode on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Netcode is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

  • Scaffolding multiplayer
  • Registering network prefabs
  • Wiring spawn logic
  • Starting host/server/client
  • 搭建多人联机、注册网络预制体、连接生成逻辑、启动 host/server/client

Unity Netcode for GameObjects Skills

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.

Guardrails

Operating Mode (v1.9 three-tier):

  • Approval (default): query/list/info skills (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.
  • Auto / Bypass: SemiAuto and FullAuto run directly.
  • Auto-forbidden in this module:
    • SkillOperation.Deletenetcode_remove_manager, netcode_remove_network_object, netcode_remove_from_prefabs_list
    • MayTriggerReload = truenetcode_add_network_behaviour_script (writes a new .cs, forces script compile + Domain Reload)
    • MayEnterPlayMode = truenetcode_start_host, netcode_start_server, netcode_start_client, netcode_shutdown
    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.
  • When 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.
  • Do not assume netcode_start_host works in Edit Mode. All Runtime control skills require PlayMode.
  • Do not assume netcode_add_to_prefabs_list automatically attaches a NetworkObject component. Call netcode_add_network_object first.

Routing:

  • Plain GameObject hierarchy creation → gameobject
  • Attach NetworkObject / NetworkTransform / other networking components → this module
  • Generic player-prefab components (Rigidbody / Collider / Animator) → component
  • Runtime scene switching (LoadScene) → call NetworkManager.SceneManager.LoadScene from the generated NetworkBehaviour; this module does not execute it
  • Code-level design decisions (RPC direction, NetworkVariable permission) → netcode-design advisory

Object Targeting

netcode_add_* / netcode_configure_* skills use the usual target parameters:

  • name — scene object name
  • instanceId — Unity InstanceID (exact)
  • path — hierarchy path Parent/Child

Prefer instanceId when there is a chance of duplicate names.

Skills

Setup & Validation

SkillPurposeKey Parameters
netcode_check_setupVerify package, NetworkManager, Transport, PlayerPrefab, and PrefabsList consistencyverbose?
netcode_create_managerCreate NetworkManager + UnityTransportname?
netcode_configure_managerBulk-edit NetworkConfig (TickRate, ConnectionApproval, EnableSceneManagement, NetworkTopology, ...)name?, 15+ optional fields
netcode_get_manager_infoRead NetworkConfig + runtime statename?
netcode_remove_managerDelete the NetworkManager (must already be Shutdown)name?

Transport

SkillPurposeKey Parameters
netcode_set_transport_addressDirect connection: set Address / Port / ServerListenAddressaddress, port, serverListenAddress?
netcode_set_relay_server_dataRelay mode (mutually exclusive with direct connection)address, port, allocationIdBase64, keyBase64, connectionDataBase64, hostConnectionDataBase64?, isSecure?
netcode_set_debug_simulatorSimulate latency / jitter / packet loss (development only)packetDelay, packetJitter, dropRate
netcode_get_transport_infoRead current transport infoname?

NetworkObject

SkillPurposeKey Parameters
netcode_add_network_objectAttach NetworkObject to a GameObjectname/instanceId/path + NetworkObject fields
netcode_configure_network_objectModify fields on an existing NetworkObjectsame as above
netcode_remove_network_objectRemove a NetworkObject (must not be currently spawned)same as above
netcode_list_network_objectsList all NetworkObjects in scene (including runtime state)includeInactive?
netcode_get_network_object_infoQuery a single NetworkObject in detailsame as above

NetworkPrefabsList

SkillPurposeKey Parameters
netcode_create_prefabs_listCreate a NetworkPrefabsList assetpath, assignToManager?
netcode_add_to_prefabs_listAdd a prefab (optional override: None/Prefab/Hash)listPath, prefabPath, overrideMode?, ...
netcode_remove_from_prefabs_listRemove a prefab entrylistPath, prefabPath
netcode_list_network_prefabsList every entry with its hashlistPath
netcode_set_player_prefabSet NetworkConfig.PlayerPrefabprefabPath, name?

Components

SkillPurposeKey Parameters
netcode_add_network_transformAttach NetworkTransform with axis sync togglestarget + 15 optional fields
netcode_configure_network_transformEdit fields / thresholds on an existing NTincludes PositionThreshold etc.
netcode_add_network_rigidbodyAttach NetworkRigidbody / NetworkRigidbody2DuseRigidbody2D?, useRigidBodyForMotion?
netcode_add_network_animatorAttach NetworkAnimator (Animator required)target
netcode_add_network_behaviour_scriptGenerate a NetworkBehaviour script template (OnNetworkSpawn/Despawn + optional RPC/NetworkVariable/Ownership/NGO 2.5+ OnNetworkPreDespawn)className, path, includeRpc?, includeNetworkVariable?, includeOwnershipCallbacks?, includePreDespawn?
netcode_list_network_behavioursList NetworkBehaviour subclass instances in the sceneincludeInactive?

Scene & Spawning Query

SkillPurpose
netcode_configure_scene_managementSet EnableSceneManagement / LoadSceneTimeOut / ClientSynchronizationMode
netcode_get_spawn_manager_infoRuntime: list SpawnedObjects
netcode_get_scene_manager_infoRuntime: read scene load state

Runtime Control (PlayMode required)

SkillPurpose
netcode_start_hostStart Host
netcode_start_serverStart Server
netcode_start_clientStart Client
netcode_shutdownShut down (optional discardMessageQueue)
netcode_get_statusRead IsHost / IsServer / IsClient, LocalClientId, ConnectedClients, NetworkTime

NGO 2.5+ Features {#ngo-25-features}

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.

SkillPurposeKey Parameters
netcode_versionReport installed NGO version and 2.5+ feature availability
netcode_attachable_infoAudit the scene's AttachableBehaviour / AttachableNode / ComponentController distributionincludeInactive?
netcode_attachable_addAttach an AttachableBehaviour to a GameObject nested under a NetworkObjecttarget + autoDetach? (None/OnAttachNodeDestroy/OnDespawn/OnOwnershipChange, comma-separated)
netcode_attachable_node_addAttach an AttachableNode (the socket an AttachableBehaviour attaches to)target + detachOnDespawn?
netcode_component_controller_addAttach a ComponentController to a GameObjecttarget + startEnabled?
netcode_component_controller_configureSet 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.

Quick Start

python
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")

Critical Rules (must read)

  1. Spawn/Despawn are not exposed as skills. They must be called from NetworkBehaviour runtime code (Server authority). Skills handle prefab registration and NetworkManager lifecycle only.
  2. PlayerPrefab must be in a NetworkPrefabsList (enforced at runtime on 2.x). Register it with netcode_add_to_prefabs_list.
  3. Runtime control skills (start_*/shutdown) require PlayMode. Calls from Edit Mode return an error.
  4. Address vs ServerListenAddress have different meaning. On a client, Address is the target server IP. On a server, ServerListenAddress is the bind address (usually 0.0.0.0).
  5. useRigidbody2D switches between NetworkRigidbody and NetworkRigidbody2D. Unrelated physics settings (e.g. Physics2D.AutoSyncTransforms) live elsewhere.

Version Scope

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.

Exact Signatures

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.

Frequently asked questions

What does the Unity Netcode AI skill do?

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

Why use Unity Netcode on TypingMind?

Because you install it once and use it with any model. Unity Netcode is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Netcode in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcode. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Netcode?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Netcode?

As many as you like. As long as a model supports skills, you can use Unity Netcode with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Netcode AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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