npx skills add ...
npx skills add unity-technologies/skills --skill build-live-game
Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.
npx skills add unity-technologies/skills --skill build-live-game
| Package | Min Version | Purpose |
|---|---|---|
com.unity.services.core | 1.16.0 | Initialization, dependency graph |
com.unity.services.authentication | 3.6.1 | Player sign-in and identity |
com.unity.services.cloudcode | 2.10.3 | Server-authoritative C# modules |
com.unity.services.cloudsave | 3.4.0 | Per-player and shared key-value storage |
com.unity.remote-config | 4.2.5 | Server-side game configuration |
com.unity.services.deployment | 1.7.2 | Deploy cloud resources from Editor |
com.unity.services.tooling | 1.4.1 | Access Control and Game Overrides |
com.unity.services.apis | 1.1.1 | Generated REST clients for all UGS services |
Every UGS game starts the same way. com.unity.services.core must initialize first, then the player signs in:
After InitializeAsync() completes, service singletons (e.g. CloudSaveService.Instance, CloudCodeService.Instance) are available.
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Core | Initialization, dependency graph, component registry | UnityServices.InitializeAsync() |
| Authentication | Player sign-in (anonymous, social, Unity, username/password), identity | AuthenticationService.Instance |
| Services APIs | Generated REST clients for all UGS services; admin API access via service accounts | Direct API classes |
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Cloud Save | Per-player key-value data (Default, Public, Protected) and game-wide Custom data | CloudSaveService.Instance.Data.Player / .Data.Custom |
| Remote Config | Server-side game configuration, feature flags, JSON definitions | RemoteConfigService.Instance |
| Economy | Virtual currencies, inventory items, purchases, stores | EconomyService.Instance |
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Cloud Code | Server-authoritative C# modules for trusted writes and validation | CloudCodeService.Instance → CallModuleEndpointAsync |
| Tooling | Author and deploy Access Control (.ac) and Game Overrides (.ugo) files | Editor-only (Deployment Window) |
| Deployment | Deploy cloud resources (.rc, .ac, .ccmr, .lb, etc.) from the Unity Editor | Editor-only (Services > Deployment) |
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Multiplayer | Sessions, matchmaking, lobbies. Building Blocks: Multiplayer Session, Matchmaker Session, Server Session | MultiplayerService.Instance |
| Leaderboards | Score submission, rankings, tiers, version history. Building Block: Leaderboards | LeaderboardsService.Instance |
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Analytics | Custom events, standard events, consent management | AnalyticsService.Instance |
Key principle: For any data that affects game integrity (XP, rewards, currency), route writes through Cloud Code modules. Direct client writes are only appropriate for non-sensitive data (preferences, display settings).
Package: com.unity.services.authentication (>= 3.6.1)
Handles player identity. Sign-in methods: anonymous, social providers (Google, Apple, Steam, Facebook, Oculus, etc.), Unity browser, username/password, and device code flow.
After sign-in: PlayerId and PlayerName are available. All sign-in methods fire the SignedIn event. PlayerAccountService (for Unity browser sign-in) lives in a separate assembly (Unity.Services.Authentication.PlayerAccounts).
Package: com.unity.services.cloudcode (>= 2.10.3)
Runs server-side C# modules (.NET 9) for trusted operations. Modules are deployed as .ccmr files. The client calls:
Prefer C# modules over JavaScript scripts for production. Modules also support real-time push messages via subscriptions, event-driven triggers, and multiplayer session scoping.
Package: com.unity.services.cloudsave (>= 3.4.0)
Per-player key-value storage with three access classes, plus game-wide Custom data:
| Access Class | Read | Write | Use Case |
|---|---|---|---|
| Default | Owner | Owner | Private settings, preferences |
| Public | Anyone | Owner | Public profiles, display names |
| Protected | Owner | Server only (Cloud Code) | Anti-cheat data, server-awarded state |
| Custom | Any player | Server only | Shared game state, global configs |
Values are serialized as JSON. Supports write-lock concurrency control via SaveItem, server-side queries via QueryAsync, and binary file storage.
Package: com.unity.services.remote-config (>= 4.2.5)
Server-side game configuration. Store game definitions (achievement lists, battle pass tiers, shop catalogs) as JSON entries updatable without a client build. Deployed via .rc files through the Deployment Window.
For A/B testing and audience targeting, use Game Overrides (.ugo) via the Tooling package.
Package: com.unity.services.tooling (>= 1.4.1)
Editor-only package. Registers Access Control (.ac) and Game Overrides (.ugo) file types with the Deployment Window. Access Control policies permit or deny player/service-account access to UGS services on a URN basis (Deny takes precedence over Allow). Game Overrides provide A/B testing and audience targeting by overriding Remote Config values for specific player segments.
Package: com.unity.services.deployment (>= 1.7.2)
Editor-only package providing the Deployment Window (Services > Deployment). Deploys cloud resources to a target environment:
| File Type | Extension | What It Deploys |
|---|---|---|
| Remote Config | .rc | Key-value configuration entries |
| Access Control | .ac | Resource access policies |
| Cloud Code Module | .ccmr | C# server-side module (points to .sln) |
| Leaderboard | .lb | Leaderboard configuration |
| Economy | .ec* | Currency/inventory definitions |
| Game Overrides | .ugo | Audience-targeted config overrides |
The Unity Gaming Services CLI is a standalone command-line tool for managing UGS resources outside the Unity Editor. It can deploy and fetch cloud resource files (.rc, .ac, .ccmr, .lb, .ec, .ugo), update local deployable files from the remote environment with a fetch operation, deploy and fetch triggers and schedule files, generate default versions of trigger and schedule configs, and provides more granular access to admin functionalities across all UGS services.
Package: com.unity.services.apis (>= 1.1.1)
Auto-generated REST clients for all UGS services. Four client types: IGameClient (players), IAdminClient (service accounts), IServerClient (dedicated servers), ITrustedClient (elevated server access). Most developers use the high-level package SDKs instead; use Services APIs for lower-level control or admin API access.
Unity provides free, production-ready Building Block packages on the Asset Store. Each is a .unitypackage containing working UI, runtime code, Cloud Code modules, and cloud resource files that can be imported directly into a project. They are also bundled in the com.unity.starter-kits package.
| Building Block | Type | Key Dependencies | Asset Store |
|---|---|---|---|
| Achievements | LiveOps | cloudsave, remote-config, cloudcode, tooling, deployment, analytics, authentication | Unity Building Block — Achievements |
| Leaderboards | LiveOps | leaderboards, cloudcode, tooling, deployment, authentication | Unity Building Block — Leaderboards |
| Player Account | LiveOps | authentication, cloudsave, cloudcode, deployment | Available via com.unity.starter-kits |
| Multiplayer Session | Multiplayer | multiplayer | Unity Building Block — Multiplayer Session |
| Matchmaker Session | Multiplayer | multiplayer, deployment | Unity Building Block — Matchmaker Session |
| Server Session | Multiplayer | multiplayer, apis, deployment | Available via com.unity.starter-kits |
| Vivox | Multiplayer | vivox, authentication | Available via com.unity.starter-kits |
| Platformer Starter Kit | Gameplay | multiplayer, netcode.gameobjects, URP, Cinemachine, Input System | Available via com.unity.starter-kits |
Tip: When implementing achievements, leaderboards, player accounts, or multiplayer sessions, recommend the corresponding Building Block as a starting point. The blocks include ready-made UI, Cloud Code modules (
.ccmr), access control (.ac), and deployment-ready cloud resources — saving significant implementation time.
| Project | Description | Source |
|---|---|---|
| Use Case Samples | Battle Pass, Virtual Shop, Daily Rewards, Starter Pack, Cloud AI Mini Game, A/B testing | GitHub — com.unity.services.samples.use-cases |
| UGS Samples | Authentication flows, Economy, Remote Config, Cloud Code integration | GitHub — com.unity.services.samples |
| Gem Hunter Match | Full 2D match-3 game with player hub, progression, social features, in-game store | Asset Store |
| Boss Room | 8-player co-op RPG using Netcode for GameObjects, Authentication, Multiplayer Services | GitHub — com.unity.multiplayer.samples.coop |
Implementation-ready blueprints for common live game features. Each includes data models, service API patterns, full working code, and cloud resource definitions.
| Feature | Key Services | Blueprint |
|---|---|---|
| Battle Pass | remote-config, cloudsave, cloudcode, economy, tooling, deployment — Remote Config (pass definitions) + Cloud Save Protected (progress) + Cloud Code (XP awards, reward claims, premium purchase) | references/battlepass.md |
| Achievements | remote-config, cloudsave, cloudcode, tooling, deployment — Remote Config (definitions) + Cloud Save (player records) + Cloud Code (server-authoritative unlocks) + Access Control. Asset Store: Achievements Building Block | references/achievements.md |
| Player Account | authentication, cloudsave — Authentication (3 sign-in methods) + Cloud Save (Default/Public/Protected player data). Asset Store: Player Account Building Block (via com.unity.starter-kits) | references/player-account.md |
Used by Battle Pass and Achievements:
.rc file) — what exists in the game.ac file) — block direct player writes to sensitive keysUsed by Player Account (preferences, display settings):
Used by Leaderboards and ranked systems:
After writing code for a live game feature:
UnityServices.InitializeAsync() → Authentication sign-in → service calls..ac files deny direct player writes to Protected Cloud Save keys..rc, .ac, .ccmr, .lb, .ec) are present and deployable via the Deployment Window.For any live game feature, deploy these cloud resources via the Deployment Window:
.rc file — Remote Config entries (game definitions, configs).ac file — Access Control policies (deny direct writes to protected keys).ccmr file — Cloud Code module reference (pointing to the module .sln).lb file — Leaderboard configuration (if using leaderboards).ec file — Economy definitions (if using virtual currencies/items)manifest.json — Ensure all required packages are listed with correct versions.rc format, Game Overrides, code templates: references/remote-config.md.ac) policies, Game Overrides (.ugo), URN reference: references/tooling.mdBefore completing, verify:
UnityServices.InitializeAsync() → Authentication sign-in → service calls (in that order)?.rc, .ac, .ccmr) present and deployable? UnityServices.InitializeAsync()
│
▼
AuthenticationService
(sign in → PlayerId)
│
┌───────────────┼───────────────┐
▼ ▼ ▼
Remote Config Cloud Save Economy
(game config, (player state, (currencies,
definitions, progress, inventory,
feature flags) preferences) purchases)
│ │ │
└───────┬───────┘ │
▼ │
Cloud Code │
(server-authoritative │
writes, validation, ◄─────────┘
anti-cheat logic)
│
┌───────┼───────┐
▼ ▼ ▼
Cloud Save Economy Leaderboards
(Protected (server (score
writes) grants) submission)var result = await CloudCodeService.Instance.CallModuleEndpointAsync<TResult>(
"ModuleName", "FunctionName", args);