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Set up Netcode for GameObjects (NGO 2.x) multiplayer — configure NetworkManager, NetworkObjects/prefabs, spawning, and host/server/client lifecycle.
Passed 16 of 18 test cases with the skill, and 6 of 18 without it.
and 10 more in the full report
11 fixed5 passed either way1 still failing1 broke4 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 11 test cases the skill fixed. Same model, same prompt, with and without the skill.
I need to set up a new list asset at 'Assets/NetworkPrefabs.asset' for registering multiplayer prefabs, and assign this asset to NetworkManager. Execute the asset creation.
| Checked | Without skill | With skill |
|---|---|---|
| Uses netcode_create_prefabs_list to generate the list asset file. | Missed | Passed |
The instructions your model reads when the skill loads.
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Automation for Netcode for GameObjects (NGO) multiplayer setup and operations. Every skill is source-verified against NGO 2.x; when the package is absent, each skill returns a NoNetcode() error with install instructions. A subset of skills additionally require NGO 2.5.0+ (see NGO 2.5+ features) — on an older 2.x install they return a structured "requires 2.5.0+" error instead of a compile error, since AttachableBehaviour/AttachableNode/ComponentController are detected by reflection, not by a dedicated version symbol.
Requires:
com.unity.netcode.gameobjects(2.x), Unity 6000.0+. Strongly recommended: before calling anynetcode_*skill, load netcode-design. NGO lifecycle and permission rules are strict; skills alone cannot prevent incorrect business code.
Operating Mode (v1.9 three-tier):
Approval (default): query/list/info skills (netcode_check_setup, netcode_get_manager_info, netcode_get_transport_info, netcode_list_network_objects, netcode_get_network_object_info, netcode_list_network_prefabs, netcode_list_network_behaviours, netcode_get_spawn_manager_info, netcode_get_scene_manager_info, netcode_get_status, netcode_version, netcode_attachable_info) run directly. Mutators (create/configure/attach/add) are FullAuto — on MODE_RESTRICTED, run the grant protocol.
Auto / Bypass: SemiAuto and FullAuto run directly.
Auto-forbidden in this module:
SkillOperation.Delete → netcode_remove_manager, netcode_remove_network_object, netcode_remove_from_prefabs_listMayTriggerReload = true → netcode_add_network_behaviour_script (writes a new .cs, forces script compile + Domain Reload)MayEnterPlayMode = true → netcode_start_host, netcode_start_server, netcode_start_client, netcode_shutdownThese are reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns MODE_FORBIDDEN. Runtime control + Behaviour-script generation are the practical reason this module is gated.
When com.unity.netcode.gameobjects is missing, every skill returns a NoNetcode() error with install instructions.
DO NOT (common hallucinations):
netcode_spawn_object / netcode_spawn_player — do not exist. Spawn must happen in runtime code (NetworkBehaviour) via .Spawn() or NetworkManager.SpawnManager.InstantiateAndSpawn. Skills do not proxy Spawn because Spawn requires a running NetworkManager.netcode_register_scene — does not exist. Scene registration goes through Build Settings + EnableSceneManagement. This module only exposes netcode_configure_scene_management for reading/writing the config.netcode_set_tick_rate / netcode_set_protocol as standalone skills — do not exist. Use netcode_configure_manager for all NetworkConfig edits.netcode_start_host works in Edit Mode. All Runtime control skills require PlayMode.netcode_add_to_prefabs_list automatically attaches a NetworkObject component. Call netcode_add_network_object first.Routing:
gameobjectcomponenttest cases passed, vs 6 / 18 without
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