save-load-netcode

Enforce host-controlled world state saves and loads in Unity NGO 2.10 multiplayer projects.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/Silac1995/My-World-Isekai-Unity --skill save-load-netcode
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: save-load-netcode
Source: https://github.com/Silac1995/My-World-Isekai-Unity/tree/main/.agent/skills/save-load-netcode
Command: npx skills add https://github.com/Silac1995/My-World-Isekai-Unity --skill save-load-netcode

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Architecture for managing Save/Load operations in a Multiplayer environment, strictly enforcing Host Authority. This approach ensures that world state persistence is coordinated by the server, preventing desyncs and cheating by clients.

Core Features & Use Cases

  • Server-authoritative world state I/O and persistence.
  • Client reconnection and profile loading driven by server-side state synchronization.
  • ServerRpc-based save trigger flow and host-only save execution.
  • Safe, deterministic sleep/save sequences in multiplayer sessions.

Quick Start

Wrap all world save I/O in an IsServer check and route save requests through a ServerRpc to ensure the server governs persistence.

Frequently Asked Questions about save-load-netcode

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I enforce server-authority for save and load operations in Unity multiplayer?▼

To enforce server-authority save and load in Unity multiplayer, wrap all world save I/O in an IsServer check and route client save requests through a ServerRpc, ensuring the host governs persistence and prevents desyncs.

Why do clients desync during multiplayer save and load, and how can I prevent it?▼

Clients desync during multiplayer save and load when they are allowed to directly perform disk I/O. Prevent this by enforcing host-controlled persistence where the server coordinates SaveWorldAsync calls and synchronizes network profiles on join.

Does this server-authoritative save approach work with Unity NGO 2.10?▼

Yes, this server-authoritative save approach applies specifically to client-server Unity projects using NGO 2.10, ensuring the server governs disk I/O, synchronization, and reconnection profiles.

How do I trigger a save from a client in a server-authoritative multiplayer session?▼

To trigger a save from a client in a server-authoritative multiplayer session, the client must invoke a save request via a ServerRpc, which prompts the host to execute the actual SaveWorldAsync disk operation.

What is the best way to handle player profile loading during multiplayer reconnection?▼

The best way to handle player profile loading during multiplayer reconnection is to drive it through server-side state synchronization, applying network-synced profiles on join rather than client-side loading.

When should I not allow clients to execute save commands directly in multiplayer?▼

You should not allow clients to execute save commands directly in multiplayer when strict server authority is required, as client-side disk I/O leads to world state desyncs and opens the game to cheating.