添加本地skill和规则约束
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.codex/skills/spacetimedb-unity/SKILL.md
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.codex/skills/spacetimedb-unity/SKILL.md
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---
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name: spacetimedb-unity
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description: Integrate SpacetimeDB with Unity game projects. Use when building Unity clients with MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence.
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license: Apache-2.0
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metadata:
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author: clockworklabs
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version: "2.0"
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tested_with: "SpacetimeDB 2.0, Unity 2022.3+"
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---
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# SpacetimeDB Unity Integration
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This skill covers Unity-specific patterns for connecting to SpacetimeDB. For server-side module development and general C# SDK usage, see the `spacetimedb-csharp` skill.
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---
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## HALLUCINATED APIs — DO NOT USE
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```csharp
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// WRONG — these do not exist in Unity SDK
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SpacetimeDBClient.instance.Connect(...); // Use DbConnection.Builder()
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SpacetimeDBClient.instance.Subscribe(...); // Use conn.SubscriptionBuilder()
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NetworkManager.RegisterReducer(...); // SpacetimeDB is not a Unity networking plugin
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// WRONG — old 1.0 patterns
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.WithModuleName("my-db") // Use .WithDatabaseName() (2.0)
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ScheduleAt.Time(futureTime) // Use new ScheduleAt.Time(futureTime)
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```
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---
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## Common Mistakes
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| Wrong | Right | Error |
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|-------|-------|-------|
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| Not calling `FrameTick()` | `conn?.FrameTick()` in `Update()` | No callbacks fire |
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| Accessing `conn.Db` from background thread | Copy data in callback, use on main thread | Data races / crashes |
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| Forgetting `DontDestroyOnLoad` | Add to manager `Awake()` | Connection lost on scene load |
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| Connecting in `Update()` | Connect in `Start()` or on user action | Reconnects every frame |
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| Not saving auth token | `PlayerPrefs.SetString(...)` in `OnConnect` | New identity every session |
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| Missing generated bindings | Run `spacetime generate --lang csharp` | Compile errors |
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---
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## Installation
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Add via Unity Package Manager using the git URL:
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```
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https://github.com/clockworklabs/com.clockworklabs.spacetimedbsdk.git
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```
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**Window > Package Manager > + > Add package from git URL**
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---
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## Generate Module Bindings
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```bash
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spacetime generate --lang csharp --out-dir Assets/SpacetimeDB/module_bindings --module-path PATH_TO_MODULE
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```
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Place generated files in your Assets folder so Unity compiles them.
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---
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## SpacetimeManager Singleton
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The core pattern for Unity integration. This MonoBehaviour manages the connection lifecycle.
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```csharp
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using UnityEngine;
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using SpacetimeDB;
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using SpacetimeDB.Types;
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public class SpacetimeManager : MonoBehaviour
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{
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private const string TOKEN_KEY = "SpacetimeAuthToken";
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private const string SERVER_URI = "http://localhost:3000";
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private const string DATABASE_NAME = "my-game";
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public static SpacetimeManager Instance { get; private set; }
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public DbConnection Connection { get; private set; }
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public Identity LocalIdentity { get; private set; }
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void Awake()
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{
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if (Instance != null && Instance != this) { Destroy(gameObject); return; }
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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void Start()
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{
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string savedToken = PlayerPrefs.GetString(TOKEN_KEY, null);
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Connection = DbConnection.Builder()
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.WithUri(SERVER_URI)
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.WithDatabaseName(DATABASE_NAME)
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.WithToken(savedToken)
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.OnConnect(OnConnected)
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.OnConnectError(err => Debug.LogError($"Connection failed: {err}"))
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.OnDisconnect((conn, err) => {
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if (err != null) Debug.LogError($"Disconnected: {err}");
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})
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.Build();
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}
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void Update()
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{
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Connection?.FrameTick();
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}
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void OnDestroy()
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{
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Connection?.Disconnect();
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}
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private void OnConnected(DbConnection conn, Identity identity, string authToken)
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{
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LocalIdentity = identity;
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PlayerPrefs.SetString(TOKEN_KEY, authToken);
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PlayerPrefs.Save();
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Debug.Log($"Connected as: {identity}");
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conn.SubscriptionBuilder()
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.OnApplied(OnSubscriptionApplied)
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.SubscribeToAllTables();
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}
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private void OnSubscriptionApplied(SubscriptionEventContext ctx)
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{
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Debug.Log("Subscription applied — game state loaded");
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}
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}
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```
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---
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## FrameTick — Critical
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**`FrameTick()` must be called every frame in `Update()`.** The SDK queues all network messages and only processes them when you call `FrameTick()`. Without it:
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- No callbacks fire (OnInsert, OnUpdate, OnDelete, reducer callbacks)
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- The client appears frozen
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```csharp
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void Update()
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{
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Connection?.FrameTick();
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}
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```
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**Thread safety**: `FrameTick()` processes messages on the calling thread (the main thread in Unity). Do NOT call it from a background thread. Do NOT access `conn.Db` from background threads.
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---
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## Subscribing to Tables
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Subscribe in the `OnConnected` callback:
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```csharp
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private void OnConnected(DbConnection conn, Identity identity, string authToken)
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{
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// ...save token...
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// Development: subscribe to all
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conn.SubscriptionBuilder()
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.OnApplied(OnSubscriptionApplied)
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.SubscribeToAllTables();
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// Production: subscribe to specific tables
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conn.SubscriptionBuilder()
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.OnApplied(OnSubscriptionApplied)
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.Subscribe(new[] {
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"SELECT * FROM player",
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"SELECT * FROM game_state"
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});
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}
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```
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---
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## Row Callbacks for Game State
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Register callbacks to update Unity GameObjects when table data changes.
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```csharp
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void RegisterCallbacks()
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{
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Connection.Db.Player.OnInsert += (EventContext ctx, Player player) => {
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SpawnPlayerObject(player);
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};
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Connection.Db.Player.OnDelete += (EventContext ctx, Player player) => {
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DestroyPlayerObject(player.Id);
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};
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Connection.Db.Player.OnUpdate += (EventContext ctx, Player oldPlayer, Player newPlayer) => {
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UpdatePlayerObject(newPlayer);
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};
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}
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```
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Register these in `OnSubscriptionApplied` (after initial data is loaded) or in `Start()` before connecting.
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---
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## Calling Reducers from UI
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```csharp
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public class GameUI : MonoBehaviour
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{
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public void OnMoveButtonClicked(Vector2 direction)
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{
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SpacetimeManager.Instance.Connection.Reducers.MovePlayer(direction.x, direction.y);
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}
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public void OnSendChat(string message)
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{
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SpacetimeManager.Instance.Connection.Reducers.SendMessage(message);
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}
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}
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```
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### Reducer Callbacks
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```csharp
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SpacetimeManager.Instance.Connection.Reducers.OnSendMessage += (ReducerEventContext ctx, string text) => {
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if (ctx.Event.Status is Status.Committed)
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Debug.Log($"Message sent: {text}");
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else if (ctx.Event.Status is Status.Failed(var reason))
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Debug.LogError($"Send failed: {reason}");
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};
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```
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---
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## Reading the Client Cache
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```csharp
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// Find by primary key
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if (Connection.Db.Player.Id.Find(playerId) is Player player)
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{
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Debug.Log($"Player: {player.Name}");
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}
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// Iterate all
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foreach (var p in Connection.Db.Player.Iter())
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{
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Debug.Log(p.Name);
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}
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// Filter by index
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foreach (var p in Connection.Db.Player.Level.Filter(5))
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{
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Debug.Log($"Level 5: {p.Name}");
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}
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// Count
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int total = Connection.Db.Player.Count;
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```
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---
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## Unity-Specific Considerations
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### Main Thread Only
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All SpacetimeDB SDK calls (`FrameTick`, `conn.Db` access, reducer calls) must happen on the main thread. If you need to pass data to a background thread, copy it first in the callback.
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### Scene Loading
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Use `DontDestroyOnLoad(gameObject)` on the SpacetimeManager to prevent the connection from being destroyed during scene transitions. Without it, the connection drops every time you load a new scene.
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### IL2CPP / AOT
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The SpacetimeDB SDK uses code generation. If you encounter issues with IL2CPP builds:
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- Ensure generated bindings are up to date
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- Check that `link.xml` preserves SpacetimeDB types if you use assembly stripping
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### Token Persistence
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Token save/load via `PlayerPrefs` is demonstrated in the SpacetimeManager singleton above. If the token is stale or invalid, the server issues a new identity and token in the `OnConnect` callback.
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---
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## Commands
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```bash
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spacetime start
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spacetime publish <module-name> --module-path <backend-dir>
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spacetime publish <module-name> --clear-database -y --module-path <backend-dir>
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spacetime generate --lang csharp --out-dir Assets/SpacetimeDB/module_bindings --module-path <backend-dir>
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spacetime logs <module-name>
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```
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