Smithery Logo
MCPsSkillsDocsPricing
Login
Smithery Logo

Give agents more agency

Resources

DocumentationPrivacy PolicySystem Status

Company

PricingAboutBlog

Connect

© 2026 Smithery. All rights reserved.

    creator-hian

    unity-networking

    creator-hian/unity-networking
    Design
    5

    About

    SKILL.md

    Install

    • Telegram
      Telegram
    • Slack
      Slack
    • Claude Code
      Claude Code
    • Codex
      Codex
    • OpenClaw
      OpenClaw
    • Cursor
      Cursor
    • Amp
      Amp
    • GitHub Copilot
      GitHub Copilot
    • Gemini CLI
      Gemini CLI
    • Kilo Code
      Kilo Code
    • Junie
      Junie
    • Replit
      Replit
    • Windsurf
      Windsurf
    • Cline
      Cline
    • Continue
      Continue
    • OpenCode
      OpenCode
    • OpenHands
      OpenHands
    • Roo Code
      Roo Code
    • Augment
      Augment
    • Goose
      Goose
    • Trae
      Trae
    • Zencoder
      Zencoder
    • Antigravity
      Antigravity
    • Download skill
    ├─
    ├─
    └─

    About

    Implement multiplayer games with Unity Netcode, Mirror, or Photon. Masters client-server architecture, state synchronization, and lag compensation...

    SKILL.md

    Unity Networking - Multiplayer Game Development

    Overview

    Multiplayer networking for Unity using Netcode for GameObjects, Mirror, or Photon frameworks.

    Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType, null-safe coding)

    Core Topics:

    • Client-server architecture
    • State synchronization
    • Lag compensation
    • RPC (Remote Procedure Calls)
    • Network variables
    • Matchmaking

    Quick Start (Unity Netcode)

    using Unity.Netcode;
    
    public class Player : NetworkBehaviour
    {
        private NetworkVariable<int> mHealth = new NetworkVariable<int>(100);
    
        public override void OnNetworkSpawn()
        {
            if (IsOwner)
            {
                // Only owner can control
                HandleInput();
            }
    
            mHealth.OnValueChanged += OnHealthChanged;
        }
    
        [ServerRpc]
        void TakeDamageServerRpc(int damage)
        {
            mHealth.Value -= damage;
        }
    
        [ClientRpc]
        void ShowDamageEffectClientRpc()
        {
            // Visual feedback on all clients
        }
    }
    

    Network Architecture

    • Authoritative Server: Server validates all actions (competitive)
    • Client Authority: Clients control own entities (cooperative)
    • Relay Servers: NAT traversal for peer-to-peer
    • Dedicated Servers: Professional hosting

    Synchronization Patterns

    • Transform Sync: Position, rotation interpolation
    • Network Variables: Automatic state replication
    • RPCs: Remote method calls
    • Ownership: Who can modify what

    Reference Documentation

    Netcode for GameObjects Fundamentals

    Core networking concepts:

    • NetworkManager setup and configuration
    • Client-server architecture patterns
    • State synchronization and RPCs

    Best Practices

    1. Server authority: Prevent cheating
    2. Client prediction: Smooth movement
    3. Interpolation: Handle lag gracefully
    4. Bandwidth optimization: Delta compression
    5. Test with network simulation: Latency, packet loss
    Recommended Servers
    Maximum Sats
    Maximum Sats
    Hostsmith
    Hostsmith
    Twitch
    Twitch
    Repository
    creator-hian/claude-code-plugins
    Files