2d-pixel-perfect
Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or…
Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, cloud code, or remote config.
$ npx -y skills add unity-technologies/skills --skill build-live-game --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/build-live-gameContext preview
The summary Claude sees to decide when to auto-load this skill.
Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, cloud code, or remote config.
name: build-live-game description: Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, cloud code, or remote config.
| 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:
using Unity.Services.Core; using Unity.Services.Authentication; await UnityServices.InitializeAsync(); await AuthenticationService.Instance.SignInAnonymouslyAsync(); // All other services are now ready
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` |
| 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](#asset-store-building-blocks) | `MultiplayerService.Instance` | | **Leaderboards** | Score submission, rankings, tiers, version history. Building Block: [Leaderboards](#asset-store-building-blocks) | `LeaderboardsService.Instance` |
| Package | Purpose | Singleton / Entry Point | |---|---|---| | **Analytics** | Custom events, standard events, consent management | `AnalyticsService.Instance` |
UnityServices.InitializeAsync()
│
▼
AuthenticationService
(sign in → PlayerId)
│
┌───────────────┼───────────────┐
▼ ▼ ▼
Remote Config Cloud Save Multiplayer
(game config, (player state, (sessions,
definitions, progress, matchmaking,
feature flags) preferences) lobbies)
│ │
└───────┬───────┘
▼
Cloud Code
(server-authoritative
writes, validation,
anti-cheat logic)
│
┌───────┴───────┐
▼ ▼
Cloud Save Leaderboards
(Protected (score
writes) submission)**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`).
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A collection of reusable AI agent skills for Unity workflows. Compatible with Claude Code, GitHub Copilot, Cursor, Cline, and 50+ other agents.
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