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Snapshot Oct 24, 2026 · 13:03 UTC · version 0.1.8-beta

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WHAT CHANGED

Instructions updated for setup-multiplayer-services

Full description — Now says: real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such...

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Full description

Before

Sep 30, 2026 · 23:16 UTC

the development of online multiplayer experiences where players connect, group, and interact in real-time using Unity Multiplayer Services. Use when the user asks for topology choice, player grouping, hosting, matchmaking, discovery, net...

After

Oct 24, 2026 · 13:03 UTC

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.

Skill instructions

Before

Sep 30, 2026 · 23:16 UTC

>- Guides the development of online multiplayer experiences where players connect, group, and interact in real-time using Unity Multiplayer Services. Use when the user asks for topology choice, player grouping, hosting, matchmaking, ...

After

Oct 24, 2026 · 13:03 UTC

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.

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SKILL.md text changes

− removed · + added

--- before
+++ after
@@ -1,11 +1,6 @@
 ---
 name: setup-multiplayer-services
-description: >-
-  Guides the development of online multiplayer experiences where players connect, group, and interact in real-time using Unity Multiplayer Services.
-  Use when the user asks for topology choice, player grouping, hosting, matchmaking, discovery, network setup,
-  and session-based play (rooms, parties, lobbies) using the Unity Multiplayer Services APIs.
-  Not for leaderboards, cloud saves, or backend features that involve no real-time connection
-  between players; those belong to the build-live-game skill.
+description: 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.
 ---
 
 # Multiplayer SDK (Unity Multiplayer Services)
Full technical diff · 2 changed fields

changed /description

BEFORE
"Guides the development of online multiplayer experiences where players connect, group, and interact in real-time using Unity Multiplayer Services. Use when the user asks for topology choice, player grouping, hosting, matchmaking, discovery, network setup, and session-based play (rooms, parties, lobbies) using the Unity Multiplayer Services APIs. Not for leaderboards, cloud saves, or backend features that involve no real-time connection between players; those belong to the build-live-game skill."
AFTER
"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."

changed /skill_md_contents

BEFORE
"---\nname: setup-multiplayer-services\ndescription: >-\n  Guides the development of online multiplayer experiences where players connect, group, and interact in real-time using Unity Multiplayer Services.\n  Use when the user asks for topology choice, player grouping, hosting, matchmaking, discovery, network setup,\n  and session-based play (rooms, parties, lobbies) using the Unity Multiplayer Services APIs.\n  Not for leaderboards, cloud saves, or backend features that involve no real-time connection\n  between players; those belong to the build-live-game skill.\n---\n\n# Multiplayer SDK (Unity Multiplayer Services)\n\n## Instructions\n\n1. **Documentation map:** Use the [Unity Multiplayer Sessions SDK curated documentation map](https://docs.unity.com/en-us/mps-sdk/llms.txt) 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.\n\n2. **Reference order (by task):**\n   - **Topology, discovery, match flow, Netcode alignment, API choice:** [entrypoints.md](references/entrypoints.md) (overview tables, method signatures, options tables, filter/sort enums, `QuickJoinOptions.Timeout`, errors) → [implementation-fit.md](references/implementation-fit.md) → [examples.md](references/examples.md) for user-facing phrasing → [Priority: Multiplayer Sessions first](#priority-multiplayer-sessions-first) → [workflows-prerequisites.md](references/workflows-prerequisites.md) for extra depth.\n   - **Dedicated game server (`Unity.Services.Multiplayer.Server`):** [dgs-entrypoint.md](references/dgs-entrypoint.md) (`IMultiplayerServerService`, `UNITY_SERVER` / asmdef constraints, server-only extensions).\n   - **Lower-level service clients:** [underlying-services.md](references/underlying-services.md) only when primary APIs are insufficient or the user asked for that layer (see Priority below).\n\n## Priority: Multiplayer Sessions first\n\nWhen the task is **choosing** topology, discovery, match flow, or Netcode alignment—not only calling APIs—ground recommendations via [implementation-fit.md](references/implementation-fit.md) (conversation → project → short targeted questions).\n\n**Primary path:** Implement against **`Unity.Services.Multiplayer`** using **`IMultiplayerService` / `MultiplayerService.Instance`** and **`ISession`** (surface summary in [entrypoints.md](references/entrypoints.md)); keep composed flows consistent with `llms.txt`.\n\n**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](references/implementation-fit.md), samples in [examples.md](references/examples.md). Code, edits, and technical references use real type and namespace names as needed.\n\n**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](references/entrypoints.md), or (2) the user **explicitly** asked for those namespaces or products. Do **not** default implementations there.\n\n## Additional resources\n\nRead from this entrypoint only; links are one level under this skill folder (no `references/index.md` or README hub).\n\n- **[implementation-fit.md](references/implementation-fit.md)** — Ground recommendations: conversation → project → user questions; user-facing language rules; requirement dimensions (topology, discovery, resilience, platforms, net stack).\n- **[examples.md](references/examples.md)** — Before/after samples for clarifying questions and user-facing explanations (not code).\n- **[entrypoints.md](references/entrypoints.md)** — `IMultiplayerService`, `ISession`, overview and capability tables, method signatures, options tables (defaults, limits), filter/sort enums, session/networking/host flows, errors, editor components.\n- **[dgs-entrypoint.md](references/dgs-entrypoint.md)** — Dedicated server: `Unity.Services.Multiplayer.Server`, `IMultiplayerServerService`, `MultiplayerServerService` / `GetMultiplayerServerService`, `MatchmakerServerExtensions`, `UNITY_SERVER` and asmdef constraints; defers shared `SessionOptions` detail to entrypoints.\n- **[workflows-prerequisites.md](references/workflows-prerequisites.md)** — Package and cloud prerequisites by workflow (tables).\n- **[underlying-services.md](references/underlying-services.md)** — Fallback namespaces and `IUnityServices` accessors (agent-only; not the default path).\n"
AFTER
"---\nname: setup-multiplayer-services\ndescription: 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.\n---\n\n# Multiplayer SDK (Unity Multiplayer Services)\n\n## Instructions\n\n1. **Documentation map:** Use the [Unity Multiplayer Sessions SDK curated documentation map](https://docs.unity.com/en-us/mps-sdk/llms.txt) 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.\n\n2. **Reference order (by task):**\n   - **Topology, discovery, match flow, Netcode alignment, API choice:** [entrypoints.md](references/entrypoints.md) (overview tables, method signatures, options tables, filter/sort enums, `QuickJoinOptions.Timeout`, errors) → [implementation-fit.md](references/implementation-fit.md) → [examples.md](references/examples.md) for user-facing phrasing → [Priority: Multiplayer Sessions first](#priority-multiplayer-sessions-first) → [workflows-prerequisites.md](references/workflows-prerequisites.md) for extra depth.\n   - **Dedicated game server (`Unity.Services.Multiplayer.Server`):** [dgs-entrypoint.md](references/dgs-entrypoint.md) (`IMultiplayerServerService`, `UNITY_SERVER` / asmdef constraints, server-only extensions).\n   - **Lower-level service clients:** [underlying-services.md](references/underlying-services.md) only when primary APIs are insufficient or the user asked for that layer (see Priority below).\n\n## Priority: Multiplayer Sessions first\n\nWhen the task is **choosing** topology, discovery, match flow, or Netcode alignment—not only calling APIs—ground recommendations via [implementation-fit.md](references/implementation-fit.md) (conversation → project → short targeted questions).\n\n**Primary path:** Implement against **`Unity.Services.Multiplayer`** using **`IMultiplayerService` / `MultiplayerService.Instance`** and **`ISession`** (surface summary in [entrypoints.md](references/entrypoints.md)); keep composed flows consistent with `llms.txt`.\n\n**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](references/implementation-fit.md), samples in [examples.md](references/examples.md). Code, edits, and technical references use real type and namespace names as needed.\n\n**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](references/entrypoints.md), or (2) the user **explicitly** asked for those namespaces or products. Do **not** default implementations there.\n\n## Additional resources\n\nRead from this entrypoint only; links are one level under this skill folder (no `references/index.md` or README hub).\n\n- **[implementation-fit.md](references/implementation-fit.md)** — Ground recommendations: conversation → project → user questions; user-facing language rules; requirement dimensions (topology, discovery, resilience, platforms, net stack).\n- **[examples.md](references/examples.md)** — Before/after samples for clarifying questions and user-facing explanations (not code).\n- **[entrypoints.md](references/entrypoints.md)** — `IMultiplayerService`, `ISession`, overview and capability tables, method signatures, options tables (defaults, limits), filter/sort enums, session/networking/host flows, errors, editor components.\n- **[dgs-entrypoint.md](references/dgs-entrypoint.md)** — Dedicated server: `Unity.Services.Multiplayer.Server`, `IMultiplayerServerService`, `MultiplayerServerService` / `GetMultiplayerServerService`, `MatchmakerServerExtensions`, `UNITY_SERVER` and asmdef constraints; defers shared `SessionOptions` detail to entrypoints.\n- **[workflows-prerequisites.md](references/workflows-prerequisites.md)** — Package and cloud prerequisites by workflow (tables).\n- **[underlying-services.md](references/underlying-services.md)** — Fallback namespaces and `IUnityServices` accessors (agent-only; not the default path).\n"
Full snapshot data
{
  "description": "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.",
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  "name": "setup-multiplayer-services",
  "skill_md_contents": "---\nname: setup-multiplayer-services\ndescription: 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.\n---\n\n# Multiplayer SDK (Unity Multiplayer Services)\n\n## Instructions\n\n1. **Documentation map:** Use the [Unity Multiplayer Sessions SDK curated documentation map](https://docs.unity.com/en-us/mps-sdk/llms.txt) 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.\n\n2. **Reference order (by task):**\n   - **Topology, discovery, match flow, Netcode alignment, API choice:** [entrypoints.md](references/entrypoints.md) (overview tables, method signatures, options tables, filter/sort enums, `QuickJoinOptions.Timeout`, errors) → [implementation-fit.md](references/implementation-fit.md) → [examples.md](references/examples.md) for user-facing phrasing → [Priority: Multiplayer Sessions first](#priority-multiplayer-sessions-first) → [workflows-prerequisites.md](references/workflows-prerequisites.md) for extra depth.\n   - **Dedicated game server (`Unity.Services.Multiplayer.Server`):** [dgs-entrypoint.md](references/dgs-entrypoint.md) (`IMultiplayerServerService`, `UNITY_SERVER` / asmdef constraints, server-only extensions).\n   - **Lower-level service clients:** [underlying-services.md](references/underlying-services.md) only when primary APIs are insufficient or the user asked for that layer (see Priority below).\n\n## Priority: Multiplayer Sessions first\n\nWhen the task is **choosing** topology, discovery, match flow, or Netcode alignment—not only calling APIs—ground recommendations via [implementation-fit.md](references/implementation-fit.md) (conversation → project → short targeted questions).\n\n**Primary path:** Implement against **`Unity.Services.Multiplayer`** using **`IMultiplayerService` / `MultiplayerService.Instance`** and **`ISession`** (surface summary in [entrypoints.md](references/entrypoints.md)); keep composed flows consistent with `llms.txt`.\n\n**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](references/implementation-fit.md), samples in [examples.md](references/examples.md). Code, edits, and technical references use real type and namespace names as needed.\n\n**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](references/entrypoints.md), or (2) the user **explicitly** asked for those namespaces or products. Do **not** default implementations there.\n\n## Additional resources\n\nRead from this entrypoint only; links are one level under this skill folder (no `references/index.md` or README hub).\n\n- **[implementation-fit.md](references/implementation-fit.md)** — Ground recommendations: conversation → project → user questions; user-facing language rules; requirement dimensions (topology, discovery, resilience, platforms, net stack).\n- **[examples.md](references/examples.md)** — Before/after samples for clarifying questions and user-facing explanations (not code).\n- **[entrypoints.md](references/entrypoints.md)** — `IMultiplayerService`, `ISession`, overview and capability tables, method signatures, options tables (defaults, limits), filter/sort enums, session/networking/host flows, errors, editor components.\n- **[dgs-entrypoint.md](references/dgs-entrypoint.md)** — Dedicated server: `Unity.Services.Multiplayer.Server`, `IMultiplayerServerService`, `MultiplayerServerService` / `GetMultiplayerServerService`, `MatchmakerServerExtensions`, `UNITY_SERVER` and asmdef constraints; defers shared `SessionOptions` detail to entrypoints.\n- **[workflows-prerequisites.md](references/workflows-prerequisites.md)** — Package and cloud prerequisites by workflow (tables).\n- **[underlying-services.md](references/underlying-services.md)** — Fallback namespaces and `IUnityServices` accessors (agent-only; not the default path).\n"
}

SHA-256 of public snapshot: 1714fd240c2e7bbe94cc22b23c10028d3da7a94fc5c0bd359bb2d7f09001cb6d