What problem does it solve? Converting a working single-player Unity mini-game into a networked multiplayer game is error-prone: desyncs, race conditions, and bugs that only appear on real machines. This Skill provides a structured migration checklist and testing protocol for moving a finished solo game skeleton to server-authoritative multiplayer with Netcode for GameObjects (NGO). ## Core Features & Use Cases - Three-bucket logic classification: Sorts all game logic into NetworkVariable state, ServerRpc player actions, and ClientRpc event notifications, with server-side validation of every client action. - Migration and disconnect checklists: Covers server-only randomness, spawning, scoring via SessionManager, late joins, and explicit handling of player, unique-role, and host disconnects. - Live multi-machine playtest protocol: Mandates a real 3+ machine session over Tailscale with build requirements (listen address, per-platform Addressables, launcher scripts), since local Multiplayer Play Mode cannot reproduce per-machine bugs. - Use Case: Your phase-2 mini-game skeleton runs bug-free solo. Invoke this Skill to systematically convert it to host + client multiplayer, validate state consistency, and run the acceptance playtest before closing the phase. ## Quick Start Ask the AI to run the mg-net phase for your mini-game by name, for example: "Run mg-net for the Tag mini-game to make it networked multiplayer."