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PlayServ

Multiplayer backend for games — define your schema, and state sync happens automatically.

PlayServ replaces custom networking code, replication graphs, and server infrastructure with a single SDK. You focus on gameplay. PlayServ handles data, events, sessions, and scaling.


What PlayServ is​

PlayServ is a cloud platform for real-time game state management. It can turn almost any game — from a small co-op to an MMO — into a multiplayer experience with minimal engineering effort.

Instead of building and maintaining state replication logic, interest management, authoritative storage, and event routing, you work with a simple model:

  1. Define a schema — describe your game objects: Player, Quest, Inventory, Match
  2. Save an entity — write state via a single API call
  3. Subscribe with filters — attach visibility rules (nearby, same squad, same shard)
  4. Receive updates automatically — deltas delivered in real time to all subscribers

The platform handles distribution, filtering, versioning, and scaling.


What you can build​

PlayServ is designed for game teams that want to ship multiplayer without building backend infrastructure from scratch.

  • Co-op and session-based games — shared world state, synchronized between clients in real time
  • MMO-style experiences — thousands of entities with visibility filters, sharding, and live subscriptions
  • Authoritative game servers — server-side logic via RPC, with full access to the SDK
  • LiveOps and game data — schema-driven content management with publish/review workflows

How it works​

1

Connect the SDK

Import the PlayServ Unity package, configure your Game Access Token and Game ID in the PlayServ settings window, and add a bootstrap script to your scene.

The SDK manages the session lifecycle automatically — Offline, Recovering, Active — so your game code reacts to state rather than managing connections directly.

SDK Initialisation & Handshake →

2

Define your data schema

Describe your game entities in the PlayServ Backoffice — Entities, Entity Parts, Enums, and the fields that connect them. The schema becomes the source of truth for your data structure, record forms, and subscriptions.

Building a Game Schema →

3

Query and subscribe to data

Use the LINQ-like query API to retrieve game objects. Any query can be turned into a live subscription — the first delivery is a full snapshot, and subsequent updates arrive as JSONPatch deltas.

Query Language & Data Retrieval →

4

Run logic on the server

Author server-side game logic in your client codebase using [Server] classes. The code analyser discovers it, extracts it, and deploys it to the server runtime. Call it from the client via PlayServ.Remote(...).

RPC & Server-side Game Logic →


Explore the documentation​

SectionWhat's inside
Getting ConnectedSDK architecture, initialisation, proxy, session lifecycle, authentication
RPC & Component SystemEvents, server-side RPC, extending SDK components, groups
Data OperationsQuery language, live subscriptions, data mutation
AuthenticationUser login, UserToken, server-side ValidateClient
Backoffice GuideProject setup, SDK keys, Unity integration, schema, publishing

Quick start​

New to PlayServ? Start here:

  1. Creating a New Project — set up your project in the Backoffice
  2. SDK Key Generation and Management — get your credentials
  3. Connecting a Project to Unity — import the SDK and configure Unity
  4. SDK Initialisation & Handshake — initialise the runtime and start a session