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unity-networking
Unity Networking
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Unity Networking
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-networking |
| description | Unity Networking |
Use this skill when implementing multiplayer networking with Netcode for GameObjects, including RPCs, state synchronization, network spawning, and lobby/relay setup.
// Packages/manifest.json
"com.unity.netcode.gameobjects": "2.1.1",
"com.unity.transport": "2.3.0"
For Unity Gaming Services (relay, lobby):
"com.unity.services.relay": "1.1.1",
"com.unity.services.lobby": "1.2.2",
"com.unity.services.authentication": "3.3.3"
Server controls scene loading for all clients:
// Server-side scene loading
public class GameFlowManager : NetworkBehaviour
{
public void LoadGameScene()
{
if (!IsServer) return;
NetworkManager.Singleton.SceneManager.LoadScene("GameScene", LoadSceneMode.Single);
}
void OnEnable()
{
NetworkManager.Singleton.SceneManager.OnLoadComplete += OnSceneLoadComplete;
}
void OnSceneLoadComplete(ulong clientId, string sceneName, LoadSceneMode mode)
{
Debug.Log($"Client {clientId} finished loading {sceneName}");
}
}