What problem does it solve? Setting up Unity multiplayer with Netcode for GameObjects (NGO 2.x) involves many error-prone steps: creating the NetworkManager, configuring transports, registering network prefabs, attaching NetworkObject components, and managing host/server/client lifecycle. This Skill automates those operations through verified skill calls and prevents common mistakes like spawning outside runtime code. ## Core Features & Use Cases - NetworkManager & Transport Setup: Create and configure NetworkManager, UnityTransport addresses, Relay server data, and debug latency simulation. - NetworkObject & Prefab Management: Attach NetworkObject/NetworkTransform/NetworkRigidbody/NetworkAnimator components, build NetworkPrefabsList assets, and set the player prefab. - Runtime Session Control: Start host, server, or client in PlayMode, query connection status, spawn manager state, and shut down sessions. - Use Case: A developer says "add multiplayer to my game" — the Skill checks the NGO package, creates the NetworkManager, registers the player prefab, generates a NetworkBehaviour script template, and starts a host session for testing. ## Quick Start Set up Netcode multiplayer in my Unity project by creating a NetworkManager, registering my Player prefab, and starting a host session.