What problem does it solve? Writing Unity multiplayer code with Netcode for GameObjects is error-prone: AI agents and developers frequently misuse RPC attributes, spawn objects on clients, misread lifecycle ordering, or violate NetworkVariable type constraints. This Skill distills verifiable design rules from the actual Netcode for GameObjects 2.x source code, each with a file/line citation, so generated or reviewed netcode is correct by construction. ## 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. - Routed Sub-documents: Eight focused references covering lifecycle, ownership/authority, RPC semantics, NetworkVariable/NetworkList, spawning, scene management, transport configuration, and a 30-item pitfalls checklist. - Anti-pattern vs Correct Pattern Pairs: Every rule includes wrong/correct C# code examples grounded in source anchors. - Use Case: Before writing a NetworkBehaviour with RPCs and NetworkVariables, load this module to verify SendTo semantics, permission matrices, and ILPP serialization constraints, then scan the pitfalls checklist during code review. ## Quick Start Ask the AI to review your NetworkBehaviour script using the unity-netcode-design rules and flag any violations of RPC, spawning, or NetworkVariable constraints.