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Source-anchored design rules for Netcode for GameObjects 2.x — lifecycle, ownership, RPCs, NetworkVariables, spawning, scene management, transport, and pitfalls.
Passed 21 of 22 test cases with the skill, and 17 of 22 without it.
and 1 more in the full report
4 fixed17 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
I added `[ClientRpc]` to `public void TargetHitNotification()` in my script. Why does Unity Netcode trigger a compile or IL post-processor error?
| Checked | Without skill | With skill |
|---|---|---|
| State that legacy ClientRpc methods must end with the ClientRpc suffix. | Missed | Passed |
The instructions your model reads when the skill loads.
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Advisory module. Every rule is distilled from com.unity.netcode.gameobjects 2.x source. Each rule cites a concrete file/line so the reasoning is auditable.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Load before writing or reviewing any of:
| # | Rule | Source anchor |
|---|---|---|
| 1 | Spawn() / Despawn() must be called on Server/Host only; client-side calls fail. | Runtime/Core/NetworkObject.cs:1884, 1921 |
| 2 | OnNetworkSpawn() runs before Unity Start() and after Awake/OnEnable. | Runtime/Core/NetworkBehaviour.cs:704 + InvokeBehaviourNetworkSpawn callers |
| 3 | Legacy [ServerRpc] method names must end with ServerRpc; [ClientRpc] must end with ClientRpc (ILPP enforced at compile time). | Editor/CodeGen/ ILPP validators |
| 4 | New [Rpc(SendTo.X)] has no naming constraint; SendTo has 11 values. | Runtime/Messaging/RpcTargets/RpcTarget.cs:9-80 |
| 5 | PlayerPrefab must exist in NetworkPrefabsList or NetworkConfig.Prefabs or 2.x runtime rejects it. | Runtime/Configuration/NetworkConfig.cs:40 + NetworkPrefabsList.cs:14 |
| 6 | Nested NetworkObjects are forbidden (NetworkObject inside another NetworkObject prefab). Re-parent at runtime via TrySetParent. | Runtime/Core/NetworkObject.cs:2135-2215 |
| 7 | NetworkVariable<T> requires T to be unmanaged or implement INetworkSerializable. string, List<>, class are rejected. | Runtime/NetworkVariable/NetworkVariable.cs:12 + ILPP |
| 8 | NetworkList<T> requires T: unmanaged, IEquatable<T>. It is NOT NetworkVariable<List<T>>. | Runtime/NetworkVariable/Collections/NetworkList.cs:14 |
| 9 | NetworkSceneManager.LoadScene/UnloadScene is Server-only. | Runtime/SceneManagement/NetworkSceneManager.cs:1496, 1252 |
| 10 | UnityTransport.SetRelayServerData and SetConnectionData are mutually exclusive; use one or the other. | Runtime/Transports/UTP/UnityTransport.cs:776-897 |
test cases passed, vs 17 / 22 without
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