Atlas / Skills / besty0728 / Netcode

NetcodeSAFE

skills/besty0728/netcode

AI automation skills specifically designed for Unity

Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
—
License
MIT
Stars
1,823
01

Overview

AI automation skills specifically designed for Unity

Read from source at commit 7635012e8e68OBSERVED · 2026-10-10
02

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
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.

## Triggers
- Scaffolding multiplayer
- Registering network prefabs
- Wiring spawn logic
- Starting host/server/client
- 搭建多人联机、注册网络预制体、连接生成逻辑、启动 host/server/client

# Unity Netcode for GameObjects Skills

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](#ngo-25-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 any `netcode_*` skill, load [netcode-design](../netcode-design/SKILL.md). NGO lifecycle and permission rules are strict; skills alone cannot prevent incorrect business code.

## Guardrails

**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_list`
  - `MayTriggerReload = 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_shutdown`
  
  These 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.
- Do not assume `netcode_start_host` works in Edit Mode. All Runtime control skills require PlayMode.
- Do not assume `netcode_add_to_prefabs_list` automatically attaches a `NetworkObject` component. Call `netcode_add_network_object` first.

**Routing**:
- Plain GameObject hierarchy creation → `gameobject`
- Attach NetworkObject / NetworkTransform / other networking components → this module
- Generic player-prefab components (Rigidbody / Collider / Animator) → `component`
- Runtime scene switching (LoadScene) → call `NetworkManager.SceneManager.LoadScene` from the generated NetworkBehaviour; this module does not execute it
- Code-level design decisions (RPC direction, NetworkVariable permission) → [netcode-design](../netcode-design/SKILL.md) advisory

## Object Targeting

`netcode_add_*` / `netcode_configure_*` skills use the usual target parameters:
- `name` — scene object name
- `instanceId` — Unity InstanceID (exact)
- `path` — hierarchy path `Parent/Child`

Prefer `instanceId` when there is a chance of duplicate names.

## Skills

### Setup & Validation
| 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?` |

### Transport
| 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?` |

### NetworkObject
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| `netcode_add_network_object` | Attach N
03

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codeNA
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (0)

No findings outside the package's declared scope.

Gates applied: no_behavioural_pass.

Audited 2026-10-10 · audit v0.4.1 · source sha 7635012e8e68full audit observations/trust-audit/skill/besty0728__netcode.json · Report an issue / request a re-scan
04

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-107635012e8e68SAFEB89first audit
05

Questions

What does the Netcode skill do?

AI automation skills specifically designed for Unity

Is Netcode safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can Netcode access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

How current is this page?

The grade is for one exact copy of the source (7635012e8e68), read on 2026-10-10. The repository is watched, and a new audit runs when it changes — this is the first audit.

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