AnkleBreaker-studio FishNet Core
Core FishNet networking layer for AnkleBreaker Studio. Provides the foundational networking abstractions and utilities for FishNet-based multiplayer games. It includes: - AnkleBreakerNetworkBehaviour: Abstract base class extending NetworkBehaviour with lifecycle management, SyncVar reset, ownership tracking, and player connect/disconnect callbacks - AKSinglePrefabs: Custom SinglePrefabObjects wrapper with null cleanup - Extension methods for NetworkConnection (GetPlayerObjectId, GetPlayerObject) - Extension methods for int-based ObjectId lookups (TryGetNetworkObjectFromObjectId, L_IsLocalPlayerNobId) - SinglePrefabObjects extensions (LookupSpawnablePrefab) - Custom editor with NetPrefabsSelectorWindow for network prefab selection This package requires: - FishNet (Fish-Networking)
com.anklebreaker-studio.fishnet-core 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/fishnet-core.git README Markdown
Copy this to your project's README.md
## Installation
Add **AnkleBreaker-studio FishNet Core** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/fishnet-core.git
```
[](https://www.pkglnk.dev/pkg/fishnet-core)Dependencies (2)
README
AnkleBreaker FishNet Core ā Unity Multiplayer Networking Layer
Core FishNet networking abstractions and utilities for multiplayer Unity games. AnkleBreakerNetworkBehaviour with automatic event lifecycle, ownership tracking, SyncVar reset, and a searchable prefab selector. Built on Fish-Networking. UPM-ready. Free and open source by AnkleBreaker Studio.
Features
AnkleBreakerNetworkBehaviour: Abstract base class extending
NetworkBehaviourwith automatic event handler registration/unregistration on network start/stop, SyncVar-based behaviour reset mechanism, ownership change tracking with server and client callbacks for player connect/disconnect,IsLocallyReadystate tracking, andS_OnClientOwnerIsReadyserver callback when the owning client is ready.AKSinglePrefabs: Custom
SinglePrefabObjectswrapper with null entry cleanup and custom editor.NetPrefabsSelectorWindow: Searchable EditorWindow for selecting network prefabs with multi-select support.
Extension Methods:
NetworkConnection.GetPlayerObjectId()/GetPlayerObject()for quick access to a connection's player object,int.TryGetNetworkObjectFromObjectId()to resolve ObjectId to NetworkObject (client or server),int.L_IsLocalPlayerNobId()to check if an ObjectId belongs to the local player, andSinglePrefabObjects.LookupSpawnablePrefab(name)to find a prefab by name in a prefab collection.
Installation
Add via Unity Package Manager using the Git URL:
https://github.com/AnkleBreaker-Studio/AnkleBreaker-FishNet-Core.git
Quick Start
- Install the package via the Package Manager
- Ensure FishNet is installed in your project
- Create your networked scripts by extending
AnkleBreakerNetworkBehaviour - Override
EventHandlerRegister()andEventHandlerUnRegister()for event lifecycle - Use
S_OnClientOwnerIsReady()to react when the owning client is ready - Use
S_OnPlayerConnect()/S_OnPlayerDisconnect()for ownership change callbacks
Dependencies
Package Structure
AnkleBreaker-FishNet-Core/
āāā Core/
ā āāā 1-Scripts/
ā āāā Runtime/
ā āāā Anklebreaker.Core.Fishnet.asmdef
ā āāā AnkleBreakerNetworkBehaviour.cs
āāā Utils/
ā āāā 1-Scripts/
ā āāā Editor/
ā ā āāā AKSinglePrefabsEditor.cs
ā ā āāā AnkleBreaker.Utils.Fishnet.Editor.asmdef
ā ā āāā NetPrefabsSelectorWindow.cs
ā āāā Runtime/
ā āāā FishNet/
ā āāā AKSinglePrefabs.cs
ā āāā AnkleBreaker.Utils.Fishnet.asmdef
ā āāā ExtensionMethods/
āāā package.json
āāā README.md
āāā CHANGELOG.md
Part of the AnkleBreaker Ecosystem
| Package | Description |
|---|---|
| AnkleBreaker-Core | Base classes, interfaces, delegates |
| Utils-Inspector | 40+ custom inspector attributes (free Odin alternative) |
| FishNet-Core (this) | FishNet networking layer |
| Unity MCP | 268 AI tools for Unity Editor control |
Requirements
- Unity 2022.3 LTS or later
- FishNet (Fish-Networking)
License
See LICENSE.md
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