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build-live-game — Claude Code skill: what it does, how to install

Brings Unity Gaming Services into a project: player accounts, cloud saves, leaderboards, Cloud Code and Remote Config. Useful when live-ops features get built inside the Unity Editor.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add Unity-Technologies/skills --skill build-live-game -a claude-code
Open on GitHub

What build-live-game does

The skill walks an agent through Unity's backend: player sign-in, cloud saves, leaderboards, Cloud Code, Remote Config, analytics, sessions and matchmaking. What comes with it: a package map with minimum versions (com.unity.services.core 1.16.0, com.unity.services.cloudcode 2.10.3, com.unity.remote-config 4.2.5 among others), the initialization pattern, and a diagram of how the services connect.

Startup looks the same everywhere. Call UnityServices.InitializeAsync(), then sign in — anonymous, for instance, via AuthenticationService.Instance.SignInAnonymouslyAsync(). Singletons such as CloudSaveService.Instance stay unusable until that finishes. Player data then splits across Cloud Save's three access classes: the owner writes Default and Public, anyone can read Public, Protected belongs to the server.

This is where hand-rolled backends break. XP, currency, rewards written straight from the client are a memory edit on the device. Sending those writes through Cloud Code modules (.ccmr, C# on .NET 9) closes the hole, and for production the skill recommends C# modules over JavaScript scripts. Cloud resources deploy from the Deployment window in the Editor.

What it helps with

  • wire up player sign-in and read the returned PlayerId
  • store progress and preferences in Cloud Save with separate access classes
  • move currency and XP grants into Cloud Code modules
  • build a leaderboard that accepts score submissions and lists ranks
  • push .rc, .ac and .ccmr files from the Editor's Deployment window

Example prompts for the agent

  • Sign players in anonymously with Unity Authentication and keep their progress in Cloud Save, with Protected keys written only from Cloud Code.
  • Set up a leaderboard that takes score submissions and returns the top players.
  • Verify that Remote Config values load right after UnityServices.InitializeAsync() when the scene starts.

How to install build-live-game

1Skills CLI (Vercel)

npx skills add Unity-Technologies/skills --skill build-live-game -a claude-code

2Manually: put the files in place

~/.claude/skills/build-live-game/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/build-live-game/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about build-live-game

How to install build-live-game in Claude Code?

Run npx skills add Unity-Technologies/skills --skill build-live-game -a claude-code. The skill lands in ~/.claude/skills/build-live-game/SKILL.md and is picked up on the next session.

What does build-live-game do?

It lets an agent assemble a Unity Gaming Services backend: player accounts, cloud saves, leaderboards, Cloud Code and Remote Config, with the initialization pattern and a package map to work from.

Which Unity packages does it need?

At least com.unity.services.core 1.16.0, com.unity.services.authentication 3.6.1, com.unity.services.cloudsave 3.4.0, com.unity.services.cloudcode 2.10.3 and com.unity.remote-config 4.2.5.

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