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Skill · Version 1.0.0

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

Agents using this skill

See how it helps

When is it useful?

Use it when jitter, packet loss or host disappearance produces inconsistent players, repeated effects or unclear recovery.

What does it help you do?

  • Varies latency, jitter, loss and disconnects reproducibly.
  • Compares matching entity ticks to identify real state divergence.
  • Bounds reconnect work and verifies actual host-loss capabilities.

Try asking this

Run a Unity cooperative encounter with controlled latency, jitter and packet loss, then stop the host. Compare matching simulation ticks for divergent health or positions. Verify the supported reconnect or return-to-menu path, bound retries and confirm that recovery does not replay rewards or claim host migration the networking stack does not provide.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Latency, Desync and Recovery

Record topology, client/server versions, scene, player count, transport settings and the observed timeline. Trace connection/session identity, ticks, input acknowledgements, replicated state and ownership changes without logging credentials.

  • Vary latency, jitter, loss and disconnects deliberately with available network tooling; label simulation and real remote runs separately.
  • Distinguish delayed presentation, an invalid authority change, a missing reliable event and persistent state divergence. Compare the same entity/tick rather than unrelated screenshots.
  • Check stale/out-of-order data, timeouts, retransmission and buffered inputs. Bound reconciliation/retry work and retain actionable failure reasons.
  • Reconnect only through the implemented resume contract. Prevent duplicate players, repeated rewards and leftover subscriptions from an earlier connection.
  • Host migration and seamless recovery are features to verify in the chosen stack, not automatic properties of multiplayer. If unsupported, provide an explicit return/rejoin path.
  • Measure bandwidth/CPU at realistic participant counts; server waiting or transport batching can dominate symptoms that look like gameplay lag.

Reproduce late join during a scene change, loss during an important action, cancelled reconnect and server/host exit. Report traces and actual recovered state.

Reference: snapshot interpolation and the installed Unity transport/netcode tools. Do not claim production reliability from localhost alone.

Included files 2

  • LICENSE.txt
  • SKILL.md