Unity Netcode for GameObjects (NGO) — NetworkBehaviour, NetworkVariable,
RPCs (Server/Client/Owner), client-side prediction, lag compensation,
Multiplay/Relay/Lobby integration.
USE WHEN: building multiplayer (co-op, competitive, MMO-lite), network
authority decisions, anti-cheat, matchmaking + relay.
DO NOT USE FOR: P2P state-sync without NGO (Mirror, Photon — out of scope);
ECS-native networking (NetCode for Entities — adjacent stack).
Installs into .claude/skills of the current project.
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---
name: unity-netcode
description: |
Unity Netcode for GameObjects (NGO) — NetworkBehaviour, NetworkVariable,
RPCs (Server/Client/Owner), client-side prediction, lag compensation,
Multiplay/Relay/Lobby integration.
USE WHEN: building multiplayer (co-op, competitive, MMO-lite), network
authority decisions, anti-cheat, matchmaking + relay.
DO NOT USE FOR: P2P state-sync without NGO (Mirror, Photon — out of scope);
ECS-native networking (NetCode for Entities — adjacent stack).
allowed-tools: Read, Grep, Glob, Write, Edit
---
# Unity Netcode for GameObjects
## Architecture
```
┌────────────┐ ┌───────────┐
│ Client │ RPCs │ Server │ authoritative
│ │◀───────▶│ (or Host) │ state — broadcasts via
│ predicts │ Vars │ │ NetworkVariable + RPC
└────────────┘ └───────────┘
```
Use **server-authoritative**: never trust the client for damage, currency, or movement validation.
## NetworkBehaviour basics
```csharp
public class PlayerController : NetworkBehaviour {
public NetworkVariable<int> Health = new(100,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
[Rpc(SendTo.Server)]
public void FireRpc(Vector3 origin, Vector3 dir) {
if (!IsServer) return;
// server-side validation + spawn projectile
SpawnProjectileServerSide(origin, dir, OwnerClientId);
}
[Rpc(SendTo.NotMe)]
public void OnHitEffectRpc(Vector3 pos) {
// VFX on every client except sender
}
}
```
## RPC targets (Unity 6 attribute syntax)
| `SendTo` | Use |
|---|---|
| `Server` | Client → server requests |
| `Owner` | Server → owning client only |
| `NotOwner` | Server → all except owner (for own client prediction) |
| `Everyone` | Server → all clients (state broadcast) |
| `NotMe` | Common for VFX/SFX echo |
| `ClientsAndHost` | Mostly for host-aware logic |
## Client-side prediction
1. Client samples input → applies move locally + sends to server.
2. Server validates → broadcasts authoritative state.
3. Client reconciles: if server state diverges from prediction, replay inputs from divergence frame.
NGO doesn't ship a prediction system out-of-the-box — you build one with `NetworkTransform.AuthoritativeMode = Owner` + custom interpolation, or move to **NetCode for Entities** for first-class prediction.
## Lag compensation (hit-scan)
When server processes a fire RPC:
1. Read client RTT → rewind world state to `now - rtt/2`.
2. Raycast against rewound colliders.
3. Apply damage as if the shot landed at that historical state.
Implement via a ring buffer of past Transform/Collider snapshots (e.g. 1s @ 20Hz).
## Unity Gaming Services integration
- **Relay** — NAT punchthrough; host gets a Join Code that clients use.
- **Lobby** — pre-game rooms with metadata; passes Relay Join Code to clients.
- **Matchmaker** — skill/region-based queue; spins up Multiplay servers.
- **Multiplay** — dedicated server hosting; build Linux server build, deploy via UGS dashboard.
## Anti-patterns
| Anti-pattern | Fix |
|---|---|
| Client-authoritative damage | Always validate on server |
| `NetworkVariable<T>` for every transform field | Use `NetworkTransform` or batched update RPC |
| RPCs for high-frequency state | Use NetworkVariable (delta-compressed) or unreliable channel for visuals |
| Singleton `NetworkManager` accessed before spawn | Subscribe `NetworkManager.OnServerStarted`/`OnClientConnectedCallback` |
| Mixing host-only logic with `IsServer` | Use `IsHost` for host-specific code paths |
| Not pooling spawned NetworkObjects | NGO supports prespawned pools — use them |
## Production checklist
- [ ] All damage / economy / inventory mutations server-side only
- [ ] Lag compensation for hit-scan weapons
- [ ] NetworkObject pools for projectiles / spawned entities
- [ ] Relay + Lobby tested on real network (cellular, restrictive NAT)
- [ ] Server build CI pipeline (Linux IL2CPP) → Multiplay deploy
- [ ] Client/server version negotiation on connect — reject mismatches
- [ ] Anti-cheat: server validates inputs, throttles RPC rate