/unity
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
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/unity
Context preview
The summary Claude sees to decide when to auto-load this skill.
Integrate SpacetimeDB with Unity game projects. Use when building Unity clients with MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence.
SKILL.md
unity.SKILL.mdname: 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+"
SpacetimeDB Unity Integration
This skill covers Unity-specific patterns for connecting to SpacetimeDB. For server-side module development, see the `csharp-server` skill.
---
Installation
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**
---
Generate Module Bindings
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.
---
SpacetimeManager Singleton
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($"Connected as: {identity}");
conn.SubscriptionBuilder()
.OnApplied(OnSubscriptionApplied)
.SubscribeToAllTables();
}
private void OnSubscriptionApplied(SubscriptionEventContext ctx)
{
Debug.Log("Subscription applied: game state loaded");
}
}---
FrameTick (Critical)
**`FrameTick()` must be called every frame in `Update()`.** The SDK queues all network messages and only processes them when you call `FrameTick()`. Without it, no callbacks fire and the client appears frozen. See the `Update()` method in the SpacetimeManager above.
**Thread safety**: `FrameTick()` processes messages on the calling thread (the main thread in Unity). Do NOT call it from a background thread. Do NOT access `conn.Db` from background threads.
---
Row Callbacks for Game State
Register callbacks to update Unity GameObjects when table data changes.
void RegisterCallbacks()
{
Connection.Db.Player.OnInsert += (EventContext ctx, Player player) => {
SpawnPlayerObject(player);
};
Connection.Db.Player.OnDelete += (EventContext ctx, Player player) => {
DestroyPlayerObject(player.Id);
};
Connection.Db.Player.OnUpdate += (EventContext ctx, Player oldPlayer, Player newPlayer) => {
UpdatePlayerObject(newPlayer);
};
}Register these in `OnSubscriptionApplied` (after initial data is loaded) or in `Start()` before connecting.
---
Calling Reducers from UI
public class GameUI : MonoBehaviour
{
public void OnMoveButtonClicked(Vector2 direction)
{
SpacetimeManager.Instance.Connection.Reducers.MovePlayer(direction.x, direction.y);
}
public void OnSendChat(string message)
{
SpacetimeManager.Instance.Connection.Reducers.SendMessage(message);
}
}Reducer Callbacks
SpacetimeManager.Instance.Connection.Reducers.OnSendMessage += (ReducerEventContext ctx, string text) => {
if (ctx.Event.Status is Status.Committed)
Debug.Log($"Message sent: {text}");
else if (ctx.Event.Status is Status.Failed(var reason))
Debug.LogError($"Send failed: {reason}");
};---
Reading the Client Cache
// Find by primary key
if (Connection.Db.Player.Id.Find(playerId) is Player player)
{
Debug.Log($"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;---
Unity-Specific Considerations
Main Thread Only
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.
Scene Loading
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.
IL2CPP / AOT
The SpacetimeDB SDK uses code generation. If you encounter issues with IL2CPP builds:
- Ensure generated bindings are up to date
- Check that `link.xml` preserves SpacetimeDB types if you use assembly stripping
Token Persistence
To
Read more
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+"
SpacetimeDB Unity Integration
This skill covers Unity-specific patterns for connecting to SpacetimeDB. For server-side module development, see the `csharp-server` skill.
---
Installation
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**
---
Generate Module Bindings
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.
---
SpacetimeManager Singleton
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 (Critical)
**`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.
---
Row Callbacks for Game State
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.
---
Calling Reducers from UI
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);
}
}Reducer Callbacks
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}");
};---
Reading the Client Cache
// 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;---
Unity-Specific Considerations
Main Thread Only
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.
Scene Loading
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.
IL2CPP / AOT
The SpacetimeDB SDK uses code generation. If you encounter issues with IL2CPP builds:
- Ensure generated bindings are up to date
- Check that `link.xml` preserves SpacetimeDB types if you use assembly stripping
Token Persistence
To
Repo: clockworklabs/spacetimedb
Other skills on spacetimedb.
- /cli
SpacetimeDB CLI reference for initializing projects, building modules, publishing databases, querying data, and managing servers
Open skill - /concepts
Understand SpacetimeDB architecture and core concepts. Use when learning SpacetimeDB or making architectural decisions.
Open skill - /cpp-server
SpacetimeDB C++ server module SDK reference. Use when writing tables, reducers, or module logic in C++.
Open skill - /csharp-client
SpacetimeDB C#/.NET client SDK reference. Use when building C# clients that connect to SpacetimeDB (console, desktop, or any .NET app).
Open skill - /csharp-server
SpacetimeDB C# server module SDK reference. Use when writing tables, reducers, or module logic in C#.
Open skill - /mcp
Operate a running SpacetimeDB database through MCP tools rather than the CLI - list databases, read schemas, run SQL, and call reducers. Use when the client exposes spacetimedb MCP tools and the task is to inspect or change data in a live database.
Open skill

