What problem does it solve? Setting up Unity multiplayer with Netcode for GameObjects involves many error-prone manual steps: creating the NetworkManager, configuring transports, registering network prefabs, attaching NetworkObject components, and driving host/server/client sessions. This Skill automates those operations with source-verified skills for NGO 2.x, returning structured errors when the package is missing or a feature requires NGO 2.5.0+. ## Core Features & Use Cases - Manager & 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. - NGO 2.5+ Features: AttachableBehaviour, AttachableNode, and ComponentController support with version gating via netcode_version. - Use Case: You are prototyping a co-op game and need a NetworkManager on port 7777, a registered player prefab, and a generated NetworkBehaviour script with RPC and NetworkVariable templates before entering PlayMode to start a host. ## Quick Start Ask the AI to check the Netcode setup, create a NetworkManager with UnityTransport, register your player prefab in a NetworkPrefabsList, and start a host session in PlayMode.