unity-networkinglisted
Install: claude install-skill TheArcForge/Hades
# Unity Networking
Guidance for introducing multiplayer into a Unity 6 project: choosing a networking framework, modeling authority, synchronizing state efficiently, and structuring lobby and matchmaking flows.
## When to Apply
Activate when the conversation involves:
- Choosing between Netcode for GameObjects, Mirror, or Fishnet
- Deciding which peer owns authority over a game object
- Synchronizing position, health, or other state across clients
- Implementing RPCs for ability activation, item pickup, or chat
- Setting up a lobby with player ready-up and host migration
- Spawning networked prefabs with proper ownership
- Designing a dedicated-server, listen-server, or relay topology
- Interest management or relevancy culling for large worlds
Do NOT activate for single-player AI behavior, local input handling, or physics-only questions — those go to `hades:unity-ai-behavior`, `hades:unity-input`, or `hades:unity-performance`.
## Project Context Check
Before making recommendations:
1. **Detect the networking framework already in use:**
- Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "NetworkObject", edgeTargetKind: "Class")` — presence indicates Netcode for GameObjects
- Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "NetworkBehaviour", edgeTargetKind: "Class")` — used by both NGO and Mirror; cross-reference with next check
- Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "NetworkIdentity", edgeTargetKind: