unity-networking
Implement multiplayer games with Unity Netcode, Mirror, or Photon. Masters client-server architecture, state synchronization, and lag compensation. Use for multiplayer features, networking issues, or real-time synchronization.
$ Instalar
git clone https://github.com/creator-hian/claude-code-plugins /tmp/claude-code-plugins && cp -r /tmp/claude-code-plugins/unity-plugin/skills/unity-networking ~/.claude/skills/claude-code-plugins// tip: Run this command in your terminal to install the skill
name: unity-networking description: Implement multiplayer games with Unity Netcode, Mirror, or Photon. Masters client-server architecture, state synchronization, and lag compensation. Use for multiplayer features, networking issues, or real-time synchronization. requires:
- csharp-plugin:csharp-code-style
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(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
Best Practices
- Server authority: Prevent cheating
- Client prediction: Smooth movement
- Interpolation: Handle lag gracefully
- Bandwidth optimization: Delta compression
- Test with network simulation: Latency, packet loss
Repository
