unity-netcode
GitHub用于配置和自动化Unity NGO 2.x多人联机功能,涵盖NetworkManager、预制体注册及生命周期管理。支持查询与创建操作,严格限制删除、脚本生成及运行模式切换等高风险操作,需确保包已安装且版本兼容。
Trigger Scenarios
Install
npx skills add Besty0728/Unity-Skills --skill unity-netcode -g -y
SKILL.md
Frontmatter
{
"name": "unity-netcode",
"description": "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。"
}
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 anynetcode_*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 — onMODE_RESTRICTED, run the grant protocol. -
Auto / Bypass: SemiAuto and FullAuto run directly.
-
Auto-forbidden in this module:
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_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.gameobjectsis missing, every skill returns aNoNetcode()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()orNetworkManager.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 exposesnetcode_configure_scene_managementfor reading/writing the config.netcode_set_tick_rate/netcode_set_protocolas standalone skills — do not exist. Usenetcode_configure_managerfor all NetworkConfig edits.- Do not assume
netcode_start_hostworks in Edit Mode. All Runtime control skills require PlayMode. - Do not assume
netcode_add_to_prefabs_listautomatically attaches aNetworkObjectcomponent. Callnetcode_add_network_objectfirst.
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.LoadScenefrom 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 nameinstanceId— Unity InstanceID (exact)path— hierarchy pathParent/Child
Prefer instanceId when there is a chance of duplicate names.
Skills
Setup & Validation
| 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? |
Transport
| 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? |
NetworkObject
| 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 |
NetworkPrefabsList
| 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? |
Components
| 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? |
Scene & Spawning Query
| 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 |
Runtime Control (PlayMode required)
| 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 |
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.
| 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:
AttachableBehaviourmust live on a child GameObject nested under aNetworkObject's hierarchy, not directly on theNetworkObject's own GameObject.AttachableNodemust belong to a differentNetworkObjectthan theAttachableBehaviourinstances attaching to it.Attach()/Detach()are runtime-only calls (require both instances spawned) and are intentionally not exposed as skills — same rationale asnetcode_spawn_objectnot existing (see DO NOT above): the caller must already have a running NetworkManager and do this from NetworkBehaviour code.netcode_component_controller_configure'stargetPathsaccepts whole GameObjects; NGO's ownOnValidate()(invoked by this skill) expands each into every eligible child component with a publicbool enabledproperty, skippingNetworkBehaviour/NetworkObject/NetworkManager— identical to what happens when you drag a GameObject onto the Components field in the Inspector.
Quick Start
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)
- 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.
- PlayerPrefab must be in a NetworkPrefabsList (enforced at runtime on 2.x). Register it with
netcode_add_to_prefabs_list. - Runtime control skills (start_*/shutdown) require PlayMode. Calls from Edit Mode return an error.
- Address vs ServerListenAddress have different meaning. On a client,
Addressis the target server IP. On a server,ServerListenAddressis the bind address (usually0.0.0.0). useRigidbody2Dswitches 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.
Version History
-
e49379b
Current 2026-07-31 06:54
版本升级至 2.4.0
- ec9f870 2026-07-05 14:40


