用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-netcode命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
Automate the Unity Editor through a local REST API — create and edit scripts, build scenes and prefabs, manage assets/materials/lighting, run tests, and drive hundreds of Editor operations across modules. Use when the user wants to actually operate the Unity Editor from chat — create or modify GameObjects/scripts/scenes/assets, batch-edit, or run Editor automation — in any language. Not needed for conceptual Unity Q&A that touches no Editor state — read the matching advisory doc under skills/ instead. 当用户要从对话里实际操作 Unity 编辑器(创建/修改/批量编辑/运行测试)时使用,任何语言均可触发;纯概念问答无需本协议。
Unified batch and async-job orchestration
Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.
基于 SOC 职业分类
正在显示 SKILL.md
| name | unity-netcode |
| description | Set up Netcode for GameObjects (NGO 2.x) multiplayer |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
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.
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.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_shutdownThese 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.netcode_start_host works in Edit Mode. All Runtime control skills require PlayMode.netcode_add_to_prefabs_list automatically attaches a NetworkObject component. Call netcode_add_network_object first.Routing:
gameobjectcomponentNetworkManager.SceneManager.LoadScene from the generated NetworkBehaviour; this module does not execute itnetcode_add_* / netcode_configure_* skills use the usual target parameters:
name — scene object nameinstanceId — Unity InstanceID (exact)path — hierarchy path Parent/ChildPrefer instanceId when there is a chance of duplicate names.
| 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? |
| 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? |
| 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 |
| 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? |
| 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? |
| 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 |
| 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 |
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.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()
u.call_skill()
u.call_skill()
u.call_skill()
u.call_skill()
netcode_add_to_prefabs_list.Address is the target server IP. On a server, ServerListenAddress is the bind address (usually 0.0.0.0).useRigidbody2D switches between NetworkRigidbody and NetworkRigidbody2D. Unrelated physics settings (e.g. Physics2D.AutoSyncTransforms) live elsewhere.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.
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.