character-netcode

Implement server-authoritative CharacterSystem synchronization in Unity using NetworkVariables and RPCs.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/Silac1995/My-World-Isekai-Unity --skill character-netcode
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: character-netcode
Source: https://github.com/Silac1995/My-World-Isekai-Unity/tree/main/.agent/skills/character-netcode
Command: npx skills add https://github.com/Silac1995/My-World-Isekai-Unity --skill character-netcode

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

The CharacterNetcode Skill provides a unified, server-authoritative architecture for all CharacterSystem components (e.g., CharacterCombat, CharacterInteraction, CharacterEquipment) to synchronize state across host and clients and to prevent desyncs and single-player bugs in multiplayer Unity games.

Core Features & Use Cases

  • Enforces server execution of core character actions via ServerRpc while allowing client-side visuals for prediction
  • Maintains authoritative state using NetworkVariables with OnValueChanged hooks to update UI and gameplay without polling
  • Ensures persistent identity, name synchronization, and global dialogue/state management across networked instances

Quick Start

Route character actions through a ServerRpc and apply state changes on the server to keep clients synchronized.

Frequently Asked Questions about character-netcode

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I fix character desync between host and clients in Unity multiplayer?▼

Fix character desync by implementing a server-authoritative pattern using NetworkVariables and ServerRpc to synchronize CharacterSystem components, ensuring data integrity and consistent visual updates across all networked instances.

How to synchronize CharacterSystem state across the network using NetworkVariables?▼

Maintain authoritative state using NetworkVariables with OnValueChanged hooks to update UI and gameplay without polling, ensuring persistent identity and name synchronization across networked instances.

Does server-authoritative netcode allow client-side prediction for character visuals?▼

Server-authoritative netcode enforces server execution of core character actions via ServerRpc while allowing client-side visuals for prediction, preventing client-side authority over gameplay state.

What is the best way to route character actions in Unity multiplayer to prevent single-player bugs?▼

Route character actions through a ServerRpc and apply state changes on the server to keep clients synchronized, preventing single-player bugs from emerging in multiplayer Unity games.

Can I use ClientRpc for global dialogue and state management across networked characters?▼

Yes, ClientRpc handles global dialogue and state management across networked instances, paired with unique character identifiers to ensure safe asset handling and proper state resolution.