spacetimedb-unity
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
// 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
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.
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
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:
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.
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
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
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($"Send failed: {reason}");
};
Reading the Client Cache
// Find by primary key
if (Connection.Db.Player.Id.Find(playerId) is Player player)
{
Debug.Log($"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.xmlpreserves 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
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>