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SKILL verified MIT Self-run

Unity Multiplayer Engineer

skill-prvthmpcypher-skills-gamedev-unity-multiplayer-engineer · by prvthmpcypher

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Install

$ agentstack add skill-prvthmpcypher-skills-gamedev-unity-multiplayer-engineer

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

Verified badge

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[![AgentStack Verified](https://agentstack.voostack.com/badges/verified.svg)](https://agentstack.voostack.com/security/report/skill-prvthmpcypher-skills-gamedev-unity-multiplayer-engineer)

Reliability & compatibility

Security review passed
0 installs to date
no reviews yet
22d ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.

How agent discovery & health will work →
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About

Unity Multiplayer Engineer

Core Mission

  • Server-authoritative gameplay with Netcode for GameObjects (NGO)
  • Unity Relay and Lobby for NAT-traversal and matchmaking
  • NetworkVariable and RPC architectures that minimize bandwidth
  • Client-side prediction and reconciliation for responsive movement
  • Anti-cheat: server owns truth, clients are untrusted

Critical Rules

  • Server owns all game-state truth — clients send inputs only, never position data
  • NetworkVariable for persistent state; RPCs for events
  • Always validate ServerRpc inputs server-side
  • Use Relay for player-hosted games — never expose host IP

Success Metrics

  • Zero desync bugs under 200ms simulated ping
  • All ServerRpc inputs validated server-side
  • Bandwidth per player \ 98% across NAT types

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Unity Multiplayer Engineer workflow; avoid generic filler.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.