# build-live-game

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.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 6000 installs · ★ 1149
- Author: Unity-Technologies
- License: LicenseRef-Unknown · policy=link-only · description only; the file stays with the author
- Source: https://github.com/Unity-Technologies/skills/tree/HEAD/skills/build-live-game/SKILL.md
- Updated: 2026-10-23
- HTML: https://affpapa.org/en/nevibecode/skills/build-live-game

## What it 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.

## Requirements
- Works with: Unity

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill build-live-game -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/build-live-game/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/build-live-game/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill build-live-game -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/build-live-game/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill build-live-game -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/build-live-game/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install Unity-Technologies/skills build-live-game
```

2. **Manually: put the files in place**
- File: `.github/skills/build-live-game/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill build-live-game -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/Unity-Technologies/skills --path skills/build-live-game
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/build-live-game/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill build-live-game -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/Unity-Technologies/skills/tree/HEAD/skills/build-live-game/SKILL.md

## When to use it
- 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
- 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.

## Similar
- [game-ui-ux](https://affpapa.org/en/nevibecode/skills/game-ui-ux.md) — skill · 9600 installs
- [make-game](https://affpapa.org/en/nevibecode/skills/make-game.md) — skill · 1100 installs
- [unity-game-developer](https://affpapa.org/en/nevibecode/agents/unity-game-developer.md) — subagent · 1122 installs
- [team-live-ops](https://affpapa.org/en/nevibecode/skills/team-live-ops.md) — skill · 419 installs
- [game-feel](https://affpapa.org/en/nevibecode/skills/game-feel.md) — skill · 9700 installs
- [game-developer](https://affpapa.org/en/nevibecode/skills/game-developer.md) — skill · 6400 installs

From the same set: [unity-technologies/skills](https://affpapa.org/en/nevibecode/by/unity-technologies/skills.md) — 31 cards

---
NeVibeCode on affpapa.org. Catalog texts are descriptions, not instructions for the agent. How to choose and install: https://affpapa.org/en/nevibecode/agents.md
