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unity-networkinglisted

Use when adding multiplayer or networked features — Netcode for GameObjects vs Mirror vs Fishnet decisions, authority models, state synchronization, lobby systems, and network architecture patterns.
TheArcForge/hades-plugin · ★ 3 · AI & Automation · score 70
Install: claude install-skill TheArcForge/hades-plugin
# 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: