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