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Fixes

Fixes

Short answers for the mistakes agents still paste. Each one links the free pack that carries the rule.

Pro

Unity 6, Godot 4, and Next.js Pro rules, $1+

$1+ · pay what you want

Advanced rules for the same stacks as the free packs: Unity 6 Pro (Netcode, URP, Addressables, tests), Godot 4 Pro (multiplayer, GDExtension and C#, saves, export), and Next.js 16 + Supabase Pro (RLS, getClaims, Stripe webhooks, caching). Each pack is AGENTS.md, CLAUDE.md, Cursor .mdc, and Copilot instructions. The Phaser 4, three.js, and FastAPI packs stay on the Gumroad download as a bonus. 12 months of free updates.

Each pack ships as AGENTS.md, CLAUDE.md, Cursor .mdc, and Copilot instructions, with 12 months of free updates.

From the Unity 6 Pro rules

Mark an RPC with `[Rpc(SendTo.Server)]` and end the method name in `Rpc`. A missing `Rpc` suffix is an error. Do not write new `[ServerRpc]` or `[ClientRpc]` methods.
A client asks the server with `SendTo.Server`. The server talks to observers with `SendTo.NotServer`, or `SendTo.ClientsAndHost` when a host must run the method too. There is no direct client-to-client connection. The server forwards it.
Keep shared state on a `NetworkVariable<T>` and use `.Value`. It is sent to clients already connected and to a client that joins later. An RPC is not. Write `.Value` from the server when write permission is `NetworkVariableWritePermission.Server`.
Put a `NetworkObject` on the networked prefab and spawn it on the server. Do not use the removed UNet types `NetworkIdentity`, `[Command]`, or `UnityEngine.Networking`.
Unity 6, Godot 4, and Next.js Pro rules, $1+