cli
SpacetimeDB CLI reference for initializing projects, building modules, publishing databases, querying data, and managing servers
Integrate SpacetimeDB with Unity game projects. Use when building Unity clients with MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence.
$ npx -y skills add clockworklabs/spacetimedb --skill unity --agent claude-codeHow it fires
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Integrate SpacetimeDB with Unity game projects. Use when building Unity clients with MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence.
name: unity description: Integrate SpacetimeDB with Unity game projects. Use when building Unity clients with MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence. license: Apache-2.0 metadata: author: clockworklabs version: "2.0" role: client language: csharp cursor_globs: "**/*.cs" cursor_always_apply: false tested_with: "SpacetimeDB 2.0, Unity 2022.3+"
This skill covers Unity-specific patterns for connecting to SpacetimeDB. For server-side module development, see the `csharp-server` skill.
---
Add via Unity Package Manager using the git URL:
https://github.com/clockworklabs/com.clockworklabs.spacetimedbsdk.git
**Window > Package Manager > + > Add package from git URL**
---
spacetime generate --lang csharp --out-dir Assets/SpacetimeDB/module_bindings --module-path PATH_TO_MODULE
Place generated files in your Assets folder so Unity compiles them.
---
The core pattern for Unity integration. This MonoBehaviour manages the connection lifecycle.
using UnityEngine;
using SpacetimeDB;
using SpacetimeDB.Types;
public class SpacetimeManager : MonoBehaviour
{
private const string TOKEN_KEY = "SpacetimeAuthToken";
private const string SERVER_URI = "http://localhost:3000";
private const string DATABASE_NAME = "my-game";
public static SpacetimeManager Instance { get; private set; }
public DbConnection Connection { get; private set; }
public Identity LocalIdentity { get; private set; }
void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Start()
{
string savedToken = PlayerPrefs.GetString(TOKEN_KEY, null);
Connection = DbConnection.Builder()
.WithUri(SERVER_URI)
.WithDatabaseName(DATABASE_NAME)
.WithToken(savedToken)
.OnConnect(OnConnected)
.OnConnectError(err => Debug.LogError($"Connection failed: {err}"))
.OnDisconnect((conn, err) => {
if (err != null) Debug.LogError($"Disconnected: {err}");
})
.Build();
}
void Update()
{
Connection?.FrameTick();
}
void OnDestroy()
{
Connection?.Disconnect();
}
private void OnConnected(DbConnection conn, Identity identity, string authToken)
{
LocalIdentity = identity;
PlayerPrefs.SetString(TOKEN_KEY, authToken);
PlayerPrefs.Save();
Debug.Log($"Connected as: {identity}");
conn.SubscriptionBuilder()
.OnApplied(OnSubscriptionApplied)
.SubscribeToAllTables();
}
private void OnSubscriptionApplied(SubscriptionEventContext ctx)
{
Debug.Log("Subscription applied: game state loaded");
}
}---
**`FrameTick()` must be called every frame in `Update()`.** The SDK queues all network messages and only processes them when you call `FrameTick()`. Without it, no callbacks fire and the client appears frozen. See the `Update()` method in the SpacetimeManager above.
**Thread safety**: `FrameTick()` processes messages on the calling thread (the main thread in Unity). Do NOT call it from a background thread. Do NOT access `conn.Db` from background threads.
---
Register callbacks to update Unity GameObjects when table data changes.
void RegisterCallbacks()
{
Connection.Db.Player.OnInsert += (EventContext ctx, Player player) => {
SpawnPlayerObject(player);
};
Connection.Db.Player.OnDelete += (EventContext ctx, Player player) => {
DestroyPlayerObject(player.Id);
};
Connection.Db.Player.OnUpdate += (EventContext ctx, Player oldPlayer, Player newPlayer) => {
UpdatePlayerObject(newPlayer);
};
}Register these in `OnSubscriptionApplied` (after initial data is loaded) or in `Start()` before connecting.
---
public class GameUI : MonoBehaviour
{
public void OnMoveButtonClicked(Vector2 direction)
{
SpacetimeManager.Instance.Connection.Reducers.MovePlayer(direction.x, direction.y);
}
public void OnSendChat(string message)
{
SpacetimeManager.Instance.Connection.Reducers.SendMessage(message);
}
}SpacetimeManager.Instance.Connection.Reducers.OnSendMessage += (ReducerEventContext ctx, string text) => {
if (ctx.Event.Status is Status.Committed)
Debug.Log($"Message sent: {text}");
else if (ctx.Event.Status is Status.Failed(var reason))
Debug.LogError($"Send failed: {reason}");
};---
// Find by primary key
if (Connection.Db.Player.Id.Find(playerId) is Player player)
{
Debug.Log($"Player: {player.Name}");
}
// Iterate all
foreach (var p in Connection.Db.Player.Iter())
{
Debug.Log(p.Name);
}
// Filter by index
foreach (var p in Connection.Db.Player.Level.Filter(5))
{
Debug.Log($"Level 5: {p.Name}");
}
// Count
int total = Connection.Db.Player.Count;---
All SpacetimeDB SDK calls (`FrameTick`, `conn.Db` access, reducer calls) must happen on the main thread. If you need to pass data to a background thread, copy it first in the callback.
Use `DontDestroyOnLoad(gameObject)` on the SpacetimeManager to prevent the connection from being destroyed during scene transitions. Without it, the connection drops every time you load a new scene.
The SpacetimeDB SDK uses code generation. If you encounter issues with IL2CPP builds:
To
Repo: clockworklabs/spacetimedb
SpacetimeDB CLI reference for initializing projects, building modules, publishing databases, querying data, and managing servers
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