Agent skill · Audited from source
build-live-game
skill · unity-technologies/skillsNOASSERTION licenceAudited 20 Oct 2026 · source 088088af666d
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 088088af666d and found no filesystem, network or shell access and no hard-coded secrets. What it does: Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies,…
Cite
Cite this page
ModelsAtlas. “build-live-game (unity-technologies/skills)”. Retrieved 20 Oct 2026. https://modelsatlas.com/skills/unity-technologies/build-live-game
Trust audit
Audit 0.4.1 · source read 20 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 3 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (3)
INFOPrompt injectionprompt.authority_framing · references/apis.md:39
> or write UGS data with elevated privileges must use this package. There is no other
- Why
- No further detail recorded for this rule.
- Fix
- —
INFOPrompt injectionprompt.authority_framing · references/apis.md:65
Used for backend tooling, editor extensions, Deployment Window integrations, and any operation that requires elevated privileges. **Editor-only** — guarded by `#if UNITY_EDITOR || ENABLE_RUNTIME_ADMIN
- Why
- No further detail recorded for this rule.
- Fix
- —
INFOPrompt injectionprompt.authority_framing · references/apis.md:191
Elevated server client with admin-equivalent access to player data. Use when a dedicated server needs to read or modify any player's data with elevated privileges.
- Why
- No further detail recorded for this rule.
- Fix
- —
Audit 0.4.1 · source sha 088088af666d · 20 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherunity-technologies GitHub organizationOwner of the repository this skill is read from
- Source folderunity-technologies/skills/skills/build-live-gameThe exact folder we audited
- LicenceNOASSERTIONAs the repository states it
- Commit pinned for this verdict088088af666dA new audit runs when the source changes
- Repository statusNot archivedPushed today
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies,…
---
name: build-live-game
description: Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies, cloud code, or remote config.
---
# 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](#initialization-pattern)
- [Package Map](#package-map)
- [Architecture — How Packages Combine](#architecture--how-packages-combine)
- [Core Services — Quick Reference](#core-services--quick-reference)
- [Asset Store Building Blocks](#asset-store-building-blocks)
- [Ready-Made Feature Blueprints](#ready-made-feature-blueprints)
- [Common Architecture Patterns](#common-architecture-patterns)
- [Validation](#validation)
- [Deployment Checklist](#deployment-checklist)
- [Detailed References](#detailed-references)
## Initialization Pattern
Every UGS game starts the same way. `com.unity.services.core` must initialize first, then the player signs in:
```csharp
using Unity.Services.Core;
using Unity.Services.Authentication;
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
// All other services are now ready
```
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
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| **Multiplayer** | Sessions, matchmaking, lobbies. Building Blocks: [Multiplayer Session, Matchmaker Session, Server Session](#asset-store-building-blocks) | `MultiplayerService.Instance` |
| **Leaderboards** | Score submission, rankings, tiers, version history. Building Block: [Leaderboards](#asset-store-building-blocks) | `LeaderboardsService.Instance` |
### 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.PlaExcerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 088088a
git clone https://github.com/unity-technologies/skills git -C skills checkout 088088af666d
The author documents no install command, so this uses the repository directly. Our verdict covers commit 088088af666d only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
088088af666d
README badge
For maintainers · shows the latest audit
[](https://modelsatlas.com/skills/unity-technologies/build-live-game/)
The badge shows our verdict and grade for this skill, and links back to this page. It changes when the audit does.
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Questions about build-live-game
What does the build-live-game skill do?
Is build-live-game safe to install?
What can build-live-game access on my machine?
How current is this page?
Sources
- github.com/unity-technologies/skills/tree/main/skills/build-live — the audited source at commit 088088af666d and every finding aboveObserved · 20 Oct 2026
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Opens with this page as the source. We add nothing else to the prompt.
- What does the build-live-game skill do?
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- What can build-live-game access on my machine?