Loadout Pro
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.
What you get
- Unity 6 Pro — Netcode for GameObjects, URP and Shader Graph, Addressables, tests
- Godot 4 Pro — multiplayer, GDExtension and C#, saves, export
- Next.js 16 + Supabase Pro — RLS recipes, getClaims, Stripe webhooks, caching
- Bonus still on Gumroad: Phaser 4 (4.2.1), three.js (r186), FastAPI (0.143 / Pydantic 2.14)
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`.Buy Pro — $1+