Netcode for GameObjects (NGO 2.x) multiplayer automation. Create NetworkManager + UnityTransport, edit NetworkConfig (TickRate / ConnectionApproval / EnableSceneManagement / NetworkTopology / ClientSynchronizationMode), configure direct/Relay transport, attach NetworkObject / NetworkTransform / NetworkRigidbody(2D) / NetworkAnimator, manage NetworkPrefabsList + PlayerPrefab, generate NetworkBehaviour script templates, run Host/Server/Client lifecycle in PlayMode. Triggers: Unity netcode, com....
Scanned 5/27/2026
Install via CLI
openskills install Besty0728/Unity-Skills---
name: unity-netcode
description: "Netcode for GameObjects (NGO 2.x) multiplayer automation. Create NetworkManager + UnityTransport, edit NetworkConfig (TickRate / ConnectionApproval / EnableSceneManagement / NetworkTopology / ClientSynchronizationMode), configure direct/Relay transport, attach NetworkObject / NetworkTransform / NetworkRigidbody(2D) / NetworkAnimator, manage NetworkPrefabsList + PlayerPrefab, generate NetworkBehaviour script templates, run Host/Server/Client lifecycle in PlayMode. Triggers: Unity netcode, com.unity.netcode.gameobjects, NGO, NetworkManager, NetworkObject, NetworkBehaviour, NetworkTransform, NetworkRigidbody, NetworkAnimator, NetworkVariable, ServerRpc, ClientRpc, NetworkPrefabsList, PlayerPrefab, UnityTransport, Relay, Spawn, Despawn, host, client, server, ConnectionApproval, NetworkTopology, ClientSynchronizationMode, tick rate, 多人, 联机, 联机同步, 多人游戏, 主机, 客户端, 服务器, 网络同步, 网络对象, 网络组件, 中继, 大厅."
---
# 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.
> **Requires**: `com.unity.netcode.gameobjects` (2.x), Unity 6000.0+.
> **Strongly recommended**: before calling any `netcode_*` skill, load [netcode-design](../netcode-design/SKILL.md). 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`) 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.Delete` → `netcode_remove_manager`, `netcode_remove_network_object`, `netcode_remove_from_prefabs_list`
- `MayTriggerReload = 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.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](../netcode-design/SKILL.md) 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) | `className`, `path`, `includeRpc?`, `includeNetworkVariable?`, `includeOwnershipCallbacks?` |
| `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 |
## 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 2.11.0). Legacy 1.x (old prefabs list layout, different RPC model) is out of scope for this module.
## 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.
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