Agent Skills: Unity Netcode Skill

Unity Netcode for GameObjects skill for multiplayer networking, RPCs, state synchronization, and server-authoritative gameplay.

UncategorizedID: a5c-ai/babysitter/unity-netcode

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pnpm dlx add-skill https://github.com/a5c-ai/babysitter/tree/HEAD/plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unity-netcode

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plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unity-netcode/SKILL.md

Skill Metadata

Name
unity-netcode
Description
Unity Netcode for GameObjects skill for multiplayer networking, RPCs, state synchronization, and server-authoritative gameplay.

Unity Netcode Skill

Multiplayer networking using Unity Netcode for GameObjects.

Overview

This skill provides capabilities for implementing multiplayer games using Unity's Netcode for GameObjects, including state synchronization, RPCs, and network topology configuration.

Capabilities

Network Architecture

  • Configure client-server topology
  • Set up network manager
  • Handle player spawning
  • Manage scene loading

State Synchronization

  • Implement NetworkVariables
  • Configure sync modes
  • Handle prediction
  • Manage network transforms

Remote Procedure Calls

  • Implement ServerRpc methods
  • Create ClientRpc methods
  • Handle RPC parameters
  • Manage RPC batching

Player Management

  • Handle player connections
  • Implement player spawning
  • Manage player state
  • Handle disconnections

Prerequisites

  • Unity 2021.3+
  • Netcode for GameObjects package
  • Transport layer (UTP recommended)

Usage Patterns

Network Object

public class PlayerNetworkBehaviour : NetworkBehaviour
{
    private NetworkVariable<int> health = new NetworkVariable<int>(100);

    public override void OnNetworkSpawn()
    {
        if (IsOwner)
        {
            // Initialize owned player
        }
    }

    [ServerRpc]
    public void TakeDamageServerRpc(int damage)
    {
        health.Value -= damage;
        if (health.Value <= 0)
        {
            DieClientRpc();
        }
    }

    [ClientRpc]
    private void DieClientRpc()
    {
        // Play death effects on all clients
    }
}

Network Manager Setup

// Configure in NetworkManager component
networkManager.ConnectionApprovalCallback = ApprovalCheck;

void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request,
                   NetworkManager.ConnectionApprovalResponse response)
{
    response.Approved = ValidatePlayer(request.Payload);
    response.CreatePlayerObject = true;
}

Best Practices

  1. Use NetworkVariables for state
  2. Validate all RPCs on server
  3. Minimize network traffic
  4. Handle disconnections gracefully
  5. Test with simulated latency

References