[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ES9QWM95WZNEFSWHFB9072":3,"skill-same:01M6ES9QWM95WZNEFSWHFB9072":75},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":30,"linkOnly":31,"markdownContent":32,"markdownBody":33,"frontMatter":34,"refName":37,"commitSha":38,"skillDirectory":39,"forksCount":40,"repositoryHtmlUrl":41,"repositoryHomepageUrl":42,"ownerHtmlUrl":43,"ownerBlogUrl":44,"ownerDescription":45,"updatedAt":46,"install":47,"resources":60},"01M6ES9QWM95WZNEFSWHFB9072","unity-integrate-netcode",null,"Integrate explicitly selected Netcode for GameObjects with server authority, lifecycle-safe replication, and failure testing.","TimothyMeadows\u002FHephaera","TimothyMeadows","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F4072037?v=4","01M6ERVE3WV9X55S1NT4W5FDGA","Timothy D Meadows II","01M6ERVE8H7CBATH6KYFDKG5CJ",4,"MIT","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-integrate-netcode\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29],"integrate","unity","unity integrate netcode","testing","safe","server","lifecycle","replication","with","for","authority","2026-11-10 10:12:30",false,"---\nname: unity-integrate-netcode\ndescription: Integrate explicitly selected Netcode for GameObjects with server authority, lifecycle-safe replication, and failure testing.\nengines: [UNITY]\n---\n\n# Unity Integrate Netcode\n\n## When to use\n\nIntegrate explicitly selected Netcode for GameObjects with server authority, lifecycle-safe replication, and failure testing. Use this feature only for Unity-owned project code and assets.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unity-integrate-netcode` before edits or tool launches. Continue only when the effective engine is `UNITY` and this skill is eligible. A requested skill never selects its engine. Honor the resolved task override evidence and permitted output scope when an isolated prototype is selected.\n\nRequire an explicit Netcode for GameObjects selection and compatible package\u002FEditor versions, selected transport, session topology, target platforms, authority model and bandwidth\u002Flatency budgets. Do not substitute Netcode for Entities or a hosted service.\n\n## Workflow\n\n1. Map NetworkManager startup, approval, shutdown and reconnect lifetimes. Separate session discovery\u002Fauthentication from replication; transport configuration and any relay or lobby service remain explicit dependencies. Selected MPS Sessions\u002Fmatchmaking\u002FRelay orchestration belongs to `unity-integrate-multiplayer-services`; neither successful service membership nor session ownership establishes simulation authority.\n2. Define NetworkObject spawn\u002Fdespawn and ownership policy, registered network prefabs and server-side validation. Use NetworkBehaviour spawn\u002Fdespawn callbacks for network lifetime rather than assuming MonoBehaviour Start means replication is ready.\n3. Choose replicated state and RPCs by durability. Use NetworkVariable or the package-supported equivalent for persistent shared state; use version-supported RPC syntax for requests\u002Fevents, with sender, ownership, bounds and rate validation.\n4. Keep authoritative simulation on the chosen server\u002Fowner and presentation interpolation separate. State authority, prediction and reconciliation are design decisions; do not label client anticipation as complete rollback prediction.\n5. Implement late join snapshots, scene synchronization, respawn and disconnect cleanup. Stable domain IDs and save schemas must not rely solely on transient network object IDs.\n6. Keep serialization bounded and version-aware. Validate sizes, optional fields and content identifiers before applying remote data; unknown or malicious messages must not create assets, execute code or bypass gameplay rules.\n7. Reconcile audiovisual and haptic event identities across prediction, retransmission and correction. Prevent duplicate local feedback without suppressing the actual authoritative result.\n\nRead [replication and service handoffs](references\u002Freplication-handoffs.md) when integrating session, transport and scene readiness.\n\n## Verification\n\n- Run separate server\u002Fhost and at least two clients; test ownership violations, invalid requests, late join, scene transitions and despawn during pending callbacks.\n- Exercise latency, loss, jitter, reconnect and transport failure using the selected project's test facilities; record packet and bandwidth measurements.\n- Distinguish local simulated transports from deployed target-platform tests. No service account, relay spend or public endpoint is authorized implicitly.\n\n## Output\n\nNetwork ownership\u002Freplication map, package-bound components and serialization contracts, lifecycle and abuse tests, multi-process evidence and network budgets. Record environment, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nFail clearly if NGO or its selected transport is unavailable. Installing packages, adopting online services or accepting service terms requires a separate explicit decision. Engine guidance applies to engine-owned code; independent services retain their architecture contracts.\n\n## References\n\n- [Netcode for GameObjects](https:\u002F\u002Fdocs.unity3d.com\u002FPackages\u002Fcom.unity.netcode.gameobjects@2.7\u002Fmanual\u002Findex.html). Use the documentation matching the installed project version.\n- [Unity Transport](https:\u002F\u002Fdocs.unity3d.com\u002FPackages\u002Fcom.unity.transport@2.4\u002Fmanual\u002Findex.html). Use the documentation matching the installed project version.\n\n","# Unity Integrate Netcode\n\n## When to use\n\nIntegrate explicitly selected Netcode for GameObjects with server authority, lifecycle-safe replication, and failure testing. Use this feature only for Unity-owned project code and assets.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unity-integrate-netcode` before edits or tool launches. Continue only when the effective engine is `UNITY` and this skill is eligible. A requested skill never selects its engine. Honor the resolved task override evidence and permitted output scope when an isolated prototype is selected.\n\nRequire an explicit Netcode for GameObjects selection and compatible package\u002FEditor versions, selected transport, session topology, target platforms, authority model and bandwidth\u002Flatency budgets. Do not substitute Netcode for Entities or a hosted service.\n\n## Workflow\n\n1. Map NetworkManager startup, approval, shutdown and reconnect lifetimes. Separate session discovery\u002Fauthentication from replication; transport configuration and any relay or lobby service remain explicit dependencies. Selected MPS Sessions\u002Fmatchmaking\u002FRelay orchestration belongs to `unity-integrate-multiplayer-services`; neither successful service membership nor session ownership establishes simulation authority.\n2. Define NetworkObject spawn\u002Fdespawn and ownership policy, registered network prefabs and server-side validation. Use NetworkBehaviour spawn\u002Fdespawn callbacks for network lifetime rather than assuming MonoBehaviour Start means replication is ready.\n3. Choose replicated state and RPCs by durability. Use NetworkVariable or the package-supported equivalent for persistent shared state; use version-supported RPC syntax for requests\u002Fevents, with sender, ownership, bounds and rate validation.\n4. Keep authoritative simulation on the chosen server\u002Fowner and presentation interpolation separate. State authority, prediction and reconciliation are design decisions; do not label client anticipation as complete rollback prediction.\n5. Implement late join snapshots, scene synchronization, respawn and disconnect cleanup. Stable domain IDs and save schemas must not rely solely on transient network object IDs.\n6. Keep serialization bounded and version-aware. Validate sizes, optional fields and content identifiers before applying remote data; unknown or malicious messages must not create assets, execute code or bypass gameplay rules.\n7. Reconcile audiovisual and haptic event identities across prediction, retransmission and correction. Prevent duplicate local feedback without suppressing the actual authoritative result.\n\nRead [replication and service handoffs](references\u002Freplication-handoffs.md) when integrating session, transport and scene readiness.\n\n## Verification\n\n- Run separate server\u002Fhost and at least two clients; test ownership violations, invalid requests, late join, scene transitions and despawn during pending callbacks.\n- Exercise latency, loss, jitter, reconnect and transport failure using the selected project's test facilities; record packet and bandwidth measurements.\n- Distinguish local simulated transports from deployed target-platform tests. No service account, relay spend or public endpoint is authorized implicitly.\n\n## Output\n\nNetwork ownership\u002Freplication map, package-bound components and serialization contracts, lifecycle and abuse tests, multi-process evidence and network budgets. Record environment, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nFail clearly if NGO or its selected transport is unavailable. Installing packages, adopting online services or accepting service terms requires a separate explicit decision. Engine guidance applies to engine-owned code; independent services retain their architecture contracts.\n\n## References\n\n- [Netcode for GameObjects](https:\u002F\u002Fdocs.unity3d.com\u002FPackages\u002Fcom.unity.netcode.gameobjects@2.7\u002Fmanual\u002Findex.html). Use the documentation matching the installed project version.\n- [Unity Transport](https:\u002F\u002Fdocs.unity3d.com\u002FPackages\u002Fcom.unity.transport@2.4\u002Fmanual\u002Findex.html). Use the documentation matching the installed project version.\n\n",{"name":5,"engines":35,"description":7},[36],"UNITY","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funity-integrate-netcode",3,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera","https:\u002F\u002Fhephaera.com\u002F","https:\u002F\u002Fgithub.com\u002FTimothyMeadows","http:\u002F\u002Fwww.timothymeadows.com","Software & AI Systems Architect | Distributed Systems & Agentic Platforms","2026-11-08 22:51:22",{"source":8,"skillName":5,"commands":48,"prompt":58,"zipAvailable":59},[49,52,55],{"tool":50,"command":51},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unity-integrate-netcode",{"tool":53,"command":54},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unity-integrate-netcode",{"tool":56,"command":57},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unity-integrate-netcode","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-integrate-netcode\u002FSKILL.md",true,[61,67,71],{"path":62,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":65,"sourceHtmlUrl":66},"agents\u002Fopenai.yaml","REFERENCE","参考文档",278,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-integrate-netcode\u002Fagents\u002Fopenai.yaml",{"path":68,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":69,"sourceHtmlUrl":70},"README.md",1891,"https:\u002F\u002Fgithub.com\u002FAb0umar\u002Fselrs.cc\u002Fblob\u002Fmain\u002F.agents\u002Fskills\u002Fcaveman\u002FREADME.md",{"path":72,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":73,"sourceHtmlUrl":74},"references\u002Freplication-handoffs.md",2927,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-integrate-netcode\u002Freferences\u002Freplication-handoffs.md",[76,99,122,141,158,177],{"skillNo":77,"name":78,"nameZh":6,"description":79,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":80,"categories":81,"keywords":82,"publishedAt":30},"01M70V3EJ7JDFDFJ3XTKRGKRBP","verify-web3-game-lifecycle","Verify a game's selected Web3 asset, wallet, ownership and trading lifecycle with contract properties, canonical recovery, actual target evidence and separate release readiness.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-web3-game-lifecycle\u002FSKILL.md",[],[83,84,25,85,86,27,87,88,89,90,91,92,93,94,95,96,97,98],"game","verify","verify web3 game lifecycle","web3","evidence","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","asset","ownership","trading",{"skillNo":100,"name":101,"nameZh":6,"description":102,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":103,"categories":104,"keywords":105,"publishedAt":30},"01M70V3CS767H4M1FP4C2A7K51","verify-onchain-game-assets","Verify exact on-chain game collection ownership and quantities at canonical blocks, reconcile inventory events, and design honest match admission. Use for ERC721\u002FERC1155 inventory, reorg recovery, reservations, or transfer-during-match rules.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-onchain-game-assets\u002FSKILL.md",[],[83,106,84,107,108,109,110,28,111,112,113,114,115,116,117,118,91,119,120,121],"onchain","game assets","assets","verify onchain game assets","chain","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"skillNo":123,"name":124,"nameZh":6,"description":125,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":126,"categories":127,"keywords":128,"publishedAt":30},"01M70TZYWE48MTM8CGGDMWSJDN","plan-web3-game-assets","Define an opt-in Ethereum, Base or Immutable game-asset lifecycle, including token identity, supply, rights, custody, game eligibility and chain-specific dependencies.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fplan-web3-game-assets\u002FSKILL.md",[],[83,129,107,108,130,86,131,132,133,134,110,135,25,136,137,138,139,96,140],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":142,"name":143,"nameZh":6,"description":144,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":145,"categories":146,"keywords":147,"publishedAt":30},"01M70TYYZ7SPZ7PE6A6GQ5RXQ9","integrate-game-wallets","Integrate explicit player-wallet connection, scoped SIWE authentication, authority invalidation and reviewed target-specific handoff without application-held player keys.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-wallets\u002FSKILL.md",[],[83,148,19,149,150,90,151,152,153,154,155,29,156,157],"integrate game wallets","wallets","siwe","keys","authentication","player","scoped","connection","application","handoff",{"skillNo":159,"name":160,"nameZh":6,"description":161,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":162,"categories":163,"keywords":164,"publishedAt":30},"01M70TYX656BP1R0KWMYRX437R","integrate-game-asset-trading","Integrate explicitly selected game asset settlement with exact unsigned intents, scoped approvals, idempotent operations and canonical receipt reconciliation. Use for NFT listing, buying, cancellation, retries or marketplace integration.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-asset-trading\u002FSKILL.md",[],[83,165,19,96,98,166,167,28,154,168,115,169,170,27,171,172,173,174,175,176],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":178,"name":179,"nameZh":6,"description":180,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":181,"categories":182,"keywords":183,"publishedAt":30},"01M70TWV3J83RAJMA7BC62CPAH","build-evm-game-contracts","Author and verify host-owned EVM game collections and explicit mint, burn, craft or admin rules with pinned Solidity tooling. Use for contract source and deployment candidates; deployment and player signing require separate authorization.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fbuild-evm-game-contracts\u002FSKILL.md",[],[83,184,185,186,187,28,188,153,189,94,190,115,116,191,27,192,193,84,194,195],"evm","build","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint","tooling"]