What problem does it solve? Writing Unity multiplayer code with Netcode for GameObjects often leads to subtle bugs: RPCs with wrong naming, NetworkVariables initialized too late, client-side spawn attempts, and scene sync failures. This Skill provides design rules distilled directly from the Netcode for GameObjects 2.x source code, each citing a concrete file and line, so AI-generated or human-written netcode follows the framework's actual constraints. ## Core Features & Use Cases - Critical Rule Summary: Ten must-know rules covering Spawn/Despawn authority, OnNetworkSpawn ordering, RPC naming constraints, prefab registration, and NetworkVariable type limits. - Topical Reference Docs: Deep dives into lifecycle ordering, ownership and permission matrices, RPC models (universal [Rpc(SendTo.X)] vs legacy ServerRpc/ClientRpc), NetworkVariable/NetworkList constraints, spawning and prefab registration, scene management, and UnityTransport configuration. - Pitfalls Checklist: 30 concrete anti-patterns AI agents commonly introduce, each with a source anchor and a corrected code pattern. - Use Case: Before writing a NetworkBehaviour with health sync and shooting, load this Skill to correctly initialize NetworkVariables at field declaration, gate spawn logic behind IsServer, and route client input through [Rpc(SendTo.Server)]. ## Quick Start Ask the AI to review or write a Unity Netcode NetworkBehaviour script, for example to create a server-authoritative player health system with RPC-based shooting.