Agent SkillsBesty0728/Unity-Skills › unity-netcode

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。

SkillsForUnity/unity-skills~/skills/netcode/SKILL.md Besty0728/Unity-Skills

触发场景

搭建多人联机 注册网络预制体 连接生成逻辑 启动host/server/client 用户提及'联机'或'多人游戏'

安装

npx skills add Besty0728/Unity-Skills --skill unity-netcode -g -y
更多选项

非标准路径

npx skills add https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/netcode -g -y

不安装直接使用

npx skills use Besty0728/Unity-Skills@unity-netcode

指定 Agent (Claude Code)

npx skills add Besty0728/Unity-Skills --skill unity-netcode -a claude-code -g -y

安装 repo 全部 skill

npx skills add Besty0728/Unity-Skills --all -g -y

预览 repo 内 skill

npx skills add Besty0728/Unity-Skills --list

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 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

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:

  • 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

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.

版本历史

  • e49379b 当前 2026-07-31 06:54

    版本升级至 2.4.0

  • ec9f870 2026-07-05 14:40

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元信息

文件数
0
版本
e49379b
Hash
b3634f31
收录时间
2026-07-05 14:40

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