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/build-live-game

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.

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$ npx -y skills add unity-technologies/skills --skill build-live-game --agent claude-code

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  • 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 →
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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.

SKILL.md

build-live-game.SKILL.md
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.

Build a Live Game With Unity Gaming Services

UGS Packages

| 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 |

  • [Initialization Pattern](#initialization-pattern)
  • [Package Map](#package-map)
  • [Architecture — How Packages Combine](#architecture--how-packages-combine)
  • [Core Services — Quick Reference](#core-services--quick-reference)
  • [Asset Store Building Blocks](#asset-store-building-blocks)
  • [Ready-Made Feature Blueprints](#ready-made-feature-blueprints)
  • [Common Architecture Patterns](#common-architecture-patterns)
  • [Validation](#validation)
  • [Deployment Checklist](#deployment-checklist)
  • [Detailed References](#detailed-references)

Initialization Pattern

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 Map

Foundation

| 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 |

Player Data and Configuration

| 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` |

Server Logic and Security

| 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) |

Social and Competitive

| 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` |

Telemetry

| Package | Purpose | Singleton / Entry Point | |---|---|---| | **Analytics** | Custom events, standard events, consent management | `AnalyticsService.Instance` |

Architecture — How Packages Combine

                    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).

Core Services — Quick Reference

Authentication

**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`).

  • **Full reference:** [references/authentication.md](references/authentication.md)
  • **Building Block:** [Player Account](#asset-store-building-blocks) — ready-made sign-in UI and identity management

##

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