| name | build-live-game |
| description | Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration. |
| enabled | true |
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
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();
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 |
| Economy | Virtual currencies, inventory items, purchases, stores | EconomyService.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
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 Economy
(game config, (player state, (currencies,
definitions, progress, inventory,
feature flags) preferences) purchases)
│ │ │
└───────┬───────┘ │
▼ │
Cloud Code │
(server-authoritative │
writes, validation, ◄─────────┘
anti-cheat logic)
│
┌───────┼───────┐
▼ ▼ ▼
Cloud Save Economy Leaderboards
(Protected (server (score
writes) grants) 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).
Cloud Code
Package: com.unity.services.cloudcode (>= 2.10.3)
Runs server-side C# modules (.NET 9) for trusted operations. Modules are deployed as .ccmr files. The client calls:
var result = await CloudCodeService.Instance.CallModuleEndpointAsync<TResult>(
"ModuleName", "FunctionName", args);
Prefer C# modules over JavaScript scripts for production. Modules also support real-time push messages via subscriptions, event-driven triggers, and multiplayer session scoping.
Cloud Save
Package: com.unity.services.cloudsave (>= 3.4.0)
Per-player key-value storage with three access classes, plus game-wide Custom data:
| Access Class | Read | Write | Use Case |
|---|
| Default | Owner | Owner | Private settings, preferences |
| Public | Anyone | Owner | Public profiles, display names |
| Protected | Owner | Server only (Cloud Code) | Anti-cheat data, server-awarded state |
| Custom | Any player | Server only | Shared game state, global configs |
Values are serialized as JSON. Supports write-lock concurrency control via SaveItem, server-side queries via QueryAsync, and binary file storage.
Remote Config
Package: com.unity.services.remote-config (>= 4.2.5)
Server-side game configuration. Store game definitions (achievement lists, battle pass tiers, shop catalogs) as JSON entries updatable without a client build. Deployed via .rc files through the Deployment Window.
For A/B testing and audience targeting, use Game Overrides (.ugo) via the Tooling package.
Tooling
Package: com.unity.services.tooling (>= 1.4.1)
Editor-only package. Registers Access Control (.ac) and Game Overrides (.ugo) file types with the Deployment Window. Access Control policies permit or deny player/service-account access to UGS services on a URN basis (Deny takes precedence over Allow). Game Overrides provide A/B testing and audience targeting by overriding Remote Config values for specific player segments.
Deployment
Package: com.unity.services.deployment (>= 1.7.2)
Editor-only package providing the Deployment Window (Services > Deployment). Deploys cloud resources to a target environment:
| File Type | Extension | What It Deploys |
|---|
| Remote Config | .rc | Key-value configuration entries |
| Access Control | .ac | Resource access policies |
| Cloud Code Module | .ccmr | C# server-side module (points to .sln) |
| Leaderboard | .lb | Leaderboard configuration |
| Economy | .ec* | Currency/inventory definitions |
| Game Overrides | .ugo | Audience-targeted config overrides |
UGS CLI
The Unity Gaming Services CLI is a standalone command-line tool for managing UGS resources outside the Unity Editor. It can deploy and fetch cloud resource files (.rc, .ac, .ccmr, .lb, .ec, .ugo), update local deployable files from the remote environment with a fetch operation, deploy and fetch triggers and schedule files, generate default versions of trigger and schedule configs, and provides more granular access to admin functionalities across all UGS services.
Services APIs
Package: com.unity.services.apis (>= 1.1.1)
Auto-generated REST clients for all UGS services. Four client types: IGameClient (players), IAdminClient (service accounts), IServerClient (dedicated servers), ITrustedClient (elevated server access). Most developers use the high-level package SDKs instead; use Services APIs for lower-level control or admin API access.
Asset Store Building Blocks
Unity provides free, production-ready Building Block packages on the Asset Store. Each is a .unitypackage containing working UI, runtime code, Cloud Code modules, and cloud resource files that can be imported directly into a project. They are also bundled in the com.unity.starter-kits package.
| Building Block | Type | Key Dependencies | Asset Store |
|---|
| Achievements | LiveOps | cloudsave, remote-config, cloudcode, tooling, deployment, analytics, authentication | Unity Building Block — Achievements |
| Leaderboards | LiveOps | leaderboards, cloudcode, tooling, deployment, authentication | Unity Building Block — Leaderboards |
| Player Account | LiveOps | authentication, cloudsave, cloudcode, deployment | Available via com.unity.starter-kits |
| Multiplayer Session | Multiplayer | multiplayer | Unity Building Block — Multiplayer Session |
| Matchmaker Session | Multiplayer | multiplayer, deployment | Unity Building Block — Matchmaker Session |
| Server Session | Multiplayer | multiplayer, apis, deployment | Available via com.unity.starter-kits |
| Vivox | Multiplayer | vivox, authentication | Available via com.unity.starter-kits |
| Platformer Starter Kit | Gameplay | multiplayer, netcode.gameobjects, URP, Cinemachine, Input System | Available via com.unity.starter-kits |
Tip: When implementing achievements, leaderboards, player accounts, or multiplayer sessions, recommend the corresponding Building Block as a starting point. The blocks include ready-made UI, Cloud Code modules (.ccmr), access control (.ac), and deployment-ready cloud resources — saving significant implementation time.
Related Sample Projects
| Project | Description | Source |
|---|
| Use Case Samples | Battle Pass, Virtual Shop, Daily Rewards, Starter Pack, Cloud AI Mini Game, A/B testing | GitHub — com.unity.services.samples.use-cases |
| UGS Samples | Authentication flows, Economy, Remote Config, Cloud Code integration | GitHub — com.unity.services.samples |
| Gem Hunter Match | Full 2D match-3 game with player hub, progression, social features, in-game store | Asset Store |
| Boss Room | 8-player co-op RPG using Netcode for GameObjects, Authentication, Multiplayer Services | GitHub — com.unity.multiplayer.samples.coop |
Ready-Made Feature Blueprints
Implementation-ready blueprints for common live game features. Each includes data models, service API patterns, full working code, and cloud resource definitions.
| Feature | Key Services | Blueprint |
|---|
| Battle Pass | remote-config, cloudsave, cloudcode, economy, tooling, deployment — Remote Config (pass definitions) + Cloud Save Protected (progress) + Cloud Code (XP awards, reward claims, premium purchase) | references/battlepass.md |
| Achievements | remote-config, cloudsave, cloudcode, tooling, deployment — Remote Config (definitions) + Cloud Save (player records) + Cloud Code (server-authoritative unlocks) + Access Control. Asset Store: Achievements Building Block | references/achievements.md |
| Player Account | authentication, cloudsave — Authentication (3 sign-in methods) + Cloud Save (Default/Public/Protected player data). Asset Store: Player Account Building Block (via com.unity.starter-kits) | references/player-account.md |
Common Architecture Patterns
Pattern 1: Config + State + Server Writes
Used by Battle Pass and Achievements:
- Definitions in Remote Config (
.rc file) — what exists in the game
- Player state in Cloud Save — per-player progress
- Writes via Cloud Code — server-authoritative mutations
- Access Control (
.ac file) — block direct player writes to sensitive keys
Pattern 2: Client-Direct Data
Used by Player Account (preferences, display settings):
- Player data in Cloud Save Default or Public access class
- Direct client writes — no Cloud Code needed for non-sensitive data
Pattern 3: Competitive Features
Used by Leaderboards and ranked systems:
- Score submission via Leaderboards API (or through Cloud Code for validation)
- Rankings retrieved client-side with pagination and player-relative queries
Validation
After writing code for a live game feature:
- Verify the project compiles without errors.
- Check that initialization order is correct:
UnityServices.InitializeAsync() → Authentication sign-in → service calls.
- Confirm sensitive data writes (XP, rewards, currency) are routed through Cloud Code, not written directly from the client.
- Verify Access Control
.ac files deny direct player writes to Protected Cloud Save keys.
- Verify all cloud resource files (
.rc, .ac, .ccmr, .lb, .ec) are present and deployable via the Deployment Window.
Deployment Checklist
For any live game feature, deploy these cloud resources via the Deployment Window:
Detailed References
Service References
- Authentication — sign-in methods, events, profiles, identity providers, code templates: references/authentication.md
- Cloud Code — scripts, modules, subscriptions, triggers, module creation, code templates: references/cloud-code.md
- Cloud Save — access classes, data operations, files, queries, code templates: references/cloud-save.md
- Remote Config — definitions,
.rc format, Game Overrides, code templates: references/remote-config.md
- Tooling — Access Control (
.ac) policies, Game Overrides (.ugo), URN reference: references/tooling.md
- Deployment — file types, workflow, programmatic API: references/deployment.md
- Services APIs — four client types, service areas, code templates: references/apis.md
Feature Blueprints
Reminders
Before completing, verify:
- Did you use
UnityServices.InitializeAsync() → Authentication sign-in → service calls (in that order)?
- Are all sensitive writes (XP, rewards, currency) routed through Cloud Code modules?
- Are all cloud resource files (
.rc, .ac, .ccmr) present and deployable?
- Do Cloud Save read access classes match the bucket that was written to?