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12 changes: 12 additions & 0 deletions skills/build-live-game/SKILL.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,7 @@ description: Builds and operates live games with Unity Services. Use when the us
| `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 |

- [Link the Project to Unity Cloud](#link-the-project-to-unity-cloud)
- [Initialization Pattern](#initialization-pattern)
- [Package Map](#package-map)
- [Architecture — How Packages Combine](#architecture--how-packages-combine)
Expand All @@ -29,6 +30,17 @@ description: Builds and operates live games with Unity Services. Use when the us
- [Deployment Checklist](#deployment-checklist)
- [Detailed References](#detailed-references)

## Link the Project to Unity Cloud

UGS needs the project linked to a Unity Cloud project (its project ID) before `UnityServices.InitializeAsync()` can work. Link it with the Unity CLI before writing service code:

```bash
unity projects link cloud <path> # create and link a cloud project
unity projects link cloud <path> --cloud-project <id> # link an existing cloud project
```

Never hand-edit `ProjectSettings/ProjectSettings.asset` and never write an Editor-side linker script. If unsure of the command, use the unity-cli skill or `unity commands --grep link`.

## Initialization Pattern

Every UGS game starts the same way. `com.unity.services.core` must initialize first, then the player signs in:
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2 changes: 2 additions & 0 deletions skills/setup-multiplayer-services/SKILL.md
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Expand Up @@ -14,6 +14,8 @@ description: Guides real-time online multiplayer with Unity Multiplayer Services
- **Dedicated game server (`Unity.Services.Multiplayer.Server`):** [dgs-entrypoint.md](references/dgs-entrypoint.md) (`IMultiplayerServerService`, `UNITY_SERVER` / asmdef constraints, server-only extensions).
- **Lower-level service clients:** [underlying-services.md](references/underlying-services.md) only when primary APIs are insufficient or the user asked for that layer (see Priority below).

3. **Cloud link:** Multiplayer Services need the project linked to a Unity Cloud project (project ID) before any session, Relay, or matchmaking call works. If it is not linked, run `unity projects link cloud <path>`, with `--cloud-project <id>` to link an existing cloud project. Never hand-edit `ProjectSettings/ProjectSettings.asset` and never write an Editor-side linker script. If unsure of the command, use the unity-cli skill or `unity commands --grep link`.

## Priority: Multiplayer Sessions first

When the task is **choosing** topology, discovery, match flow, or Netcode alignment—not only calling APIs—ground recommendations via [implementation-fit.md](references/implementation-fit.md) (conversation → project → short targeted questions).
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