What problem does it solve? Writing Unity multiplayer code with Netcode for GameObjects often leads to subtle bugs: RPCs that never fire, NetworkVariables that fail to sync, ownership checks evaluated at the wrong lifecycle stage, and hallucinated APIs that do not exist. This Skill supplies design rules distilled directly from the Netcode for GameObjects 2.x source code, each with a file/line citation, so generated or reviewed netcode follows the framework's actual behavior. ## Core Features & Use Cases - Lifecycle and ownership rules: Documents the exact Awake/OnNetworkSpawn/Start ordering, the IsServer/IsClient/IsOwner permission matrix, and ownership transfer semantics including Distributed Authority mode. - RPC and NetworkVariable guidance: Covers the universal [Rpc(SendTo.X)] model, legacy ServerRpc/ClientRpc naming constraints, parameter serialization limits, and NetworkVariable/NetworkList type constraints. - Spawning, scenes, and transport: Explains prefab registration, Spawn/Despawn authority, NetworkSceneManager server-driven scene loading, and UnityTransport direct-connect versus Relay configuration. - Pitfalls checklist: A 30-item catalog of the bugs AI agents most often introduce, each with a source anchor and a corrected pattern. - Use Case: When asked to write a NetworkBehaviour that syncs player health, load this Skill to produce code that initializes the NetworkVariable at field declaration, seeds values in OnNetworkSpawn, unsubscribes in OnNetworkDespawn, and routes client writes through a ServerRpc. ## Quick Start Ask the assistant to review or write a Unity Netcode NetworkBehaviour script, for example to create a server-authoritative health system with an RPC-driven damage flow.