What problem does it solve? Adding multiplayer to a finished single-player Unity game usually means either forking the codebase or scattering authority checks through every gameplay file. This Skill provides structural patterns that keep gameplay code network-unaware while solo and multiplayer modes share one codebase. ## Core Features & Use Cases - Two-level proxy pattern: Wraps each networked entity in a coherence-aware proxy holding [Sync] properties and [Command] methods, so gameplay classes never reference networking. - Static-mode predicates: Provides IsSinglePlayerOrHost, IsOnlineClient, and IsOnlineHost helpers for the rare host-only branching (spawning, economy mutations). - Save isolation and passthrough sync: Keeps multiplayer sessions from overwriting solo saves, and syncs gameplay fields via get/set passthrough properties so remote replicas see authority state without gameplay changes. - Use Case: You have a working single-player Unity game and want co-op multiplayer. Apply the proxy pattern to networked entities, gate host-only logic with the static predicates, and route saves through session-aware slots — without rewriting gameplay code. ## Quick Start Use the coherence-retrofit skill to add multiplayer to my single-player Unity game while keeping solo mode working from the same codebase.