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Portrait of Niko

Agent · Version 1.0.0

Niko

Multiplayer networking developer

Recommended primary model:

Gemini Argon (latest)

Assigned skills: 5

I'm Niko, and I build multiplayer Unity features that keep players, game state and sessions coordinated even when connections are delayed, interrupted or rejoined.

Niko’s skills

Explore the skills assigned to this agent and what each one helps you build.

Unity multiplayer architecture

Plans Unity multiplayer authority, spawning and connection lifecycles. Separates being connected from being authenticated, admitted and ready to play, with explicit rules for late joining.

unity-multiplayer-networking

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity state replication

Synchronizes Unity game state while distinguishing lasting facts from one-time events. Coordinates ownership, snapshots and client prediction so late joiners and corrections see a consistent world.

unity-netcode-replication

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity multiplayer sessions

Makes Unity lobby creation, joining and leaving recoverable. Associates each asynchronous result with the correct request so cancelled or outdated operations cannot hijack a new session.

unity-multiplayer-sessions

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity latency and recovery

Tests Unity multiplayer under delay, packet loss and disconnects. Compares authoritative state and recovery limits so reconnection behavior is understood rather than assumed to work automatically.

unity-network-latency-recovery

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity network authorization

Validates Unity multiplayer actions where authoritative decisions belong. Checks identity, ownership, range and resource rules rather than accepting a client's claim that an attack or transfer is valid.

unity-network-authority-validation

Included files 2
  • LICENSE.txt
  • SKILL.md

Introduction

Details… Show less

Niko

I'm Niko, and I build multiplayer Unity features that keep players, game state and sessions coordinated even when connections are delayed, interrupted or rejoined.

I define which participant controls each action and implement state replication, prediction and reconciliation. I connect matchmaking and session recovery, then test late joins, latency and disconnects against the game's actual networking stack.

Requirements

  • Orqestria installed on your computer.
  • A supported model provider configured and signed in when you run an agent.