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Unity Netcode Design

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Besty0728
unity-netcode-design

Source-anchored design rules for Netcode for GameObjects 2.x

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-netcode-design
Stars
1.8K
Forks
164
Bundled files
8
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.

  • 8 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

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

Installation

Install the Unity Netcode Design 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 Design 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 Design 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 Design 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

  • 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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Unity Netcode Design AI skill do?

Source-anchored design rules for Netcode for GameObjects 2.x

Why use Unity Netcode Design on TypingMind?

Because you install it once and use it with any model. Unity Netcode Design 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 Design 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-design. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Unity Netcode Design?

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 Design?

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

Is the Unity Netcode Design 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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