From unity-plugin
Implements multiplayer networking in Unity with Netcode, Mirror, or Photon. Covers client-server architecture, state synchronization, lag compensation for multiplayer features.
npx claudepluginhub creator-hian/claude-code-plugins --plugin unity-pluginThis skill uses the workspace's default tool permissions.
Multiplayer networking for Unity using Netcode for GameObjects, Mirror, or Photon frameworks.
Guides Unity multiplayer networking using NGO, Mirror, Photon PUN/Fusion, Fish-Net; covers RPCs, NetworkVariables, synchronization, lobbies, UGS, Firebase, PlayFab.
Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state synchronization, and scene management. Based on Unity 6.3 LTS documentation.
Multiplayer systems, netcode, game servers, synchronization, and anti-cheat. Build scalable, responsive multiplayer experiences.
Share bugs, ideas, or general feedback.
Multiplayer networking for Unity using Netcode for GameObjects, Mirror, or Photon frameworks.
Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType, null-safe coding)
Core Topics:
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
}
}
Core networking concepts: