Unity Multiplayer Netcode

Use to audit Unity multiplayer: Netcode for GameObjects, Transport, Relay/Lobby, or third-party stacks (Mirror, FishNet, Photon).

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File contents

Multiplayer / Netcode

Unity 6 treats multiplayer as a first-class pillar. Start with discovery, then architecture.

Discovery

  1. get_multiplayer_stack — packages + NetworkBehaviour / Relay / Lobby / Photon hits
  2. list_packages — confirm com.unity.netcode.gameobjects, transport, multiplayer tools
  3. get_ugs_cloud_stack — Relay/Lobby often sit beside UGS Auth
  4. list_build_profiles / list_build_scenes — dedicated server vs client scenes

Checklist

  • One authority model (server/host/client); document who owns player state.
  • NetworkVariables / RPCs only for replicated state — keep large assets on Addressables.
  • Separate client and server (or host) build profiles with scripting defines.
  • Never commit Relay/allocation secrets; use environment configs.
  • If no NGO packages but custom sockets exist, note that in the audit report.

Related

  • unity-ugs-cloud, unity-build-profiles, unity-platform-player-settings

rachitkumarrastogi/unity-mcp-server/tree/main/skills/services/unity-multiplayer-netcode commit aa7c38af97

Frequently asked questions

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