What problem does it solve? Networked commands in coherence often double-fire, arrive out of order, drop large payloads, or fail on null arguments, leaving multiplayer state inconsistent and hard to debug. ## Core Features & Use Cases - MessageTarget Selection: Cheat sheets and decision rules for choosing between All, Other, StateAuthorityOnly, and InputAuthorityOnly, including self-forwarding single-method commands versus paired sender/handler patterns. - Ordering and Channels: Guidance on SendCommand versus SendOrderedCommand for paired state mutations, plus Channel.Fragmented and Channel.FragmentedOrdered for payloads above the ~1200 byte MTU. - Null-Safe Arguments: The (typeof(T), value) tuple form for nullable string, byte[], and entity-reference arguments, with receiver-side handling of empty defaults. - Use Case: A player claims a shared item and the icon stays stuck on for others. Use this Skill to diagnose the unordered Apply/Remove command pair and convert both to SendOrderedCommand so the state converges. ## Quick Start Ask the AI to review your coherence SendCommand calls and recommend the correct MessageTarget, ordering, and channel for each networked event.