MCPInstall

setup-multiplayer-services

Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.

Installs
47
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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/unity-technologies/unity-agent-plugin --skill setup-multiplayer-services
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads setup-multiplayer-services automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Multiplayer SDK (Unity Multiplayer Services)

Instructions

  1. Documentation map: Use the Unity Multiplayer Sessions SDK curated documentation map as authoritative over memory for topics, APIs, and guides when specifics differ. Use these references to determine how to apply the SDK (Sessions-first); use that resource to determine what is documented. Never mention the llms.txt filename to the user. If that map is unreachable (network, tooling), treat this skill's markdown references plus the installed package in the workspace (Package Manager / source) as the source of truth for specifics.

  2. Reference order (by task):

    • Topology, discovery, match flow, Netcode alignment, API choice: entrypoints.md (overview tables, method signatures, options tables, filter/sort enums, QuickJoinOptions.Timeout, errors) → implementation-fit.md → examples.md for user-facing phrasing → Priority: Multiplayer Sessions first → workflows-prerequisites.md for extra depth.
    • Dedicated game server (Unity.Services.Multiplayer.Server): dgs-entrypoint.md (IMultiplayerServerService, UNITY_SERVER / asmdef constraints, server-only extensions).
    • Lower-level service clients: underlying-services.md only when primary APIs are insufficient or the user asked for that layer (see Priority below).

Priority: Multiplayer Sessions first

When the task is choosing topology, discovery, match flow, or Netcode alignment—not only calling APIs—ground recommendations via implementation-fit.md (conversation → project → short targeted questions).

Primary path: Implement against Unity.Services.Multiplayer using IMultiplayerService / MultiplayerService.Instance and ISession (surface summary in entrypoints.md); keep composed flows consistent with llms.txt.

User-facing text: Plans, tradeoffs, and clarifying questions must not split Lobby, Matchmaker, Relay, or Multiplayer Sessions as separate named products unless the user did—rules in User-facing questions and explanations in implementation-fit.md, samples in examples.md. Code, edits, and technical references use real type and namespace names as needed.

Underlying clients (Unity.Services.Lobbies, Unity.Services.Matchmaker, Unity.Services.Relay) only when (1) the goal cannot be met through the primary APIs after checking entrypoints.md, or (2) the user explicitly asked for those namespaces or products. Do not default implementations there.

Additional resources

Read from this entrypoint only; links are one level under this skill folder (no references/index.md or README hub).

  • implementation-fit.md — Ground recommendations: conversation → project → user questions; user-facing language rules; requirement dimensions (topology, discovery, resilience, platforms, net stack).
  • examples.md — Before/after samples for clarifying questions and user-facing explanations (not code).
  • entrypoints.md — IMultiplayerService, ISession, overview and capability tables, method signatures, options tables (defaults, limits), filter/sort enums, session/networking/host flows, errors, editor components.
  • dgs-entrypoint.md — Dedicated server: Unity.Services.Multiplayer.Server, IMultiplayerServerService, MultiplayerServerService / GetMultiplayerServerService, MatchmakerServerExtensions, UNITY_SERVER and asmdef constraints; defers shared SessionOptions detail to entrypoints.
  • workflows-prerequisites.md — Package and cloud prerequisites by workflow (tables).
  • underlying-services.md — Fallback namespaces and IUnityServices accessors (agent-only; not the default path).

FAQ

What does the setup-multiplayer-services skill do?

Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.

How do I install setup-multiplayer-services?

Run npx skills add https://github.com/unity-technologies/unity-agent-plugin --skill setup-multiplayer-services in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/setup-multiplayer-services/ (personal) or .claude/skills/setup-multiplayer-services/ (project).

Which AI agents can use setup-multiplayer-services?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is setup-multiplayer-services safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains setup-multiplayer-services?

It is published by unity-technologies in unity-technologies/unity-agent-plugin. It has 47 recorded installs.

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