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testland/multiplayer-state-machine-coverage

Use before a multiplayer game goes to platform cert, where broken multiplayer is a common rejection. Builds a coverage matrix for connect, authority handoff, disconnect, reconnect and host migration under latency, loss and reordering for Unity Netcode, Unreal and Mirror, with a go/no-go gate.

Quality

91%

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SecuritybySnyk

Passed

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Overview
Quality
Evals
Security
Files

Quality

Content

85%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A well-engineered workflow skill: seven clearly sequenced steps with an explicit validation gate and feedback loop, executable Unity fixture code and fault-injection commands, and bulk engine/cert detail correctly split into one-level-deep reference files. The main gaps are the lack of executable examples for the Unreal and Mirror fixture paths and minor trimmable padding, including inline version-sensitive pins.

Suggestions

Add a minimal executable Unreal fixture snippet (e.g. a spec observing an OnRep_ invocation in a multi-process PIE run) and a Mirror fixture example — these two of three supported engines currently get only directional guidance.

Move time-sensitive version pins (NGO v2.11, XR v16.1 May 2026, Unity 6.0) into a short 'Version-sensitive details' section so state tables and commands stay evergreen.

Tighten the motivational 'When to use' paragraph and shorten the worked example's re-walk of Steps 1-7 to the inputs and the divergent outcome.

DimensionReasoningScore

Conciseness

The body is dense and mostly earns its tokens: per-engine state vocabularies, tc qdisc injection commands, XR clause IDs, and a full fixture example are exactly the domain knowledge Claude lacks. Minor over-explanation remains — the motivational paragraph citing Microsoft's certification guide, the worked example re-walking all seven steps, and inline time-sensitive version pins ("Netcode for GameObjects v2.11", "XR v16.1 May 2026 release notes", "Unity 6.0") that are not placed in a deprecated/old-patterns section. This is 'efficient with minor instances that could be trimmed' (4) rather than the noticeably padded level 3 or the fully lean level 5.

4 / 5

Actionability

Concrete and executable in most places: a copy-paste-ready C# `[UnityTest]` host-migration fixture with real asserts, exact `tc qdisc … netem delay 200ms` / `loss 5%` / `reorder 25%` commands, named engine hooks (`OnRep_`, `NetworkVariable<T>`, `ROLE_*`, `isOwned`), and a literal gate-report format. It stops short of level 5 because the Unreal fixture path ('drive a multi-process test harness... use specs to observe OnRep_ invocations') and the Mirror path are described directionally without any executable example, leaving gaps for two of the three supported engines.

4 / 5

Workflow Clarity

Seven explicitly sequenced steps, each with defined inputs and outputs, a risk-weighted sampling rule, and a final go/no-go gate with hard thresholds ('high-risk bucket is at 100 %', every cert-mapped clause covered) that 'refuses to advance to platform-cert submission'. Validation and a feedback loop are demonstrated concretely: the worked example ends in a NO-GO on an XR-015 flake with the required remediation, and the anti-patterns table enumerates failure modes with fixes. This matches the level-5 anchor (clear sequence, explicit validation, error-recovery loops, checklist-style gate).

5 / 5

Progressive Disclosure

The body is a clear overview that pushes bulk detail one level deep into real, well-signaled bundle files: the per-engine state/authority tables live in references/engine-states.md (verified to exist and contain exactly that) and the fixture-to-XR mapping in references/cert-clauses.md (also verified, one level deep with no further nested skill references). Both references are introduced with explicit 'The full ... tables are in [references/...]' framing, and the remaining inline content (workflow, worked example, anti-patterns, limitations) is appropriately placed.

5 / 5

Total

18

/

20

Passed

Description

92%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description: it states a concrete deliverable set with an explicit 'Use before...' trigger clause, names the exact transition edges, network faults, and engine stacks it covers, and stays in third-person voice. The only gap is a handful of natural synonyms/abbreviations (NGO, Xbox/PlayStation/Switch, 'certification') that would broaden trigger matching.

Suggestions

Add the natural abbreviations and platform names users type, e.g. 'multiplayer certification (Xbox XR / PlayStation / Switch)' and 'Unity NGO', to widen trigger matching.

Consider a phrase matching the bug-triage entry point (e.g. 'host migration drops players') since triage is a listed use case.

DimensionReasoningScore

Specificity

The description lists multiple concrete actions with comprehensive scope: "Builds a coverage matrix for connect, authority handoff, disconnect, reconnect and host migration under latency, loss and reordering for Unity Netcode, Unreal and Mirror, with a go/no-go gate" — the deliverables (coverage matrix, go/no-go gate), the transition edges, the fault types, and the three engine stacks are all named explicitly. It is not merely "names the domain" (level 2-3) nor "several actions with minor gaps" (level 4); the enumerated scope is comprehensive for the niche.

5 / 5

Completeness

Both halves are explicit: what — "Builds a coverage matrix for connect, authority handoff, disconnect, reconnect and host migration under latency, loss and reordering... with a go/no-go gate"; when — "Use before a multiplayer game goes to platform cert, where broken multiplayer is a common rejection". This matches the level-5 anchor (clear what AND when with concrete trigger phrasing), not level 4 where the 'when' is present but could be more specific.

5 / 5

Trigger Term Quality

Good natural-term coverage: "multiplayer game", "platform cert", "host migration", "reconnect", "disconnect", "latency", "loss", "Unity Netcode", "Unreal", "Mirror" — phrases a game developer would actually say. Falls short of the level-5 anchor (comprehensive including synonyms) because a few natural variants are absent: the "NGO" abbreviation users type, platform names (Xbox/PlayStation/Switch), and standalone "netcode"/"certification" phrasing.

4 / 5

Distinctiveness Conflict Risk

Clear niche with distinct triggers: pre-cert multiplayer state-machine coverage for three named netcode stacks, which does not overlap with generic testing or cert-overview skills. Not level 4 ("minor overlap risk with closely related skills") because the multiplayer/netcode/migration trigger vocabulary is unique to this skill's purpose.

5 / 5

Total

19

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

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