Preview documentation
This page has not completed release review. Its SDK or protocol version is not yet a confirmed public release.
Prepare Gateway for Production¶
Reliability¶
- Keep exactly one SDK owner and call
SDK.Update()from Unity's main thread. - Register callbacks once per authenticated SDK session.
- Bound action inventory and gameplay impact; disable actions when their target system is unavailable.
- Make action fulfillment idempotent by transaction ID and refund effects the game cannot apply.
- Stop the WebSocket transport during teardown and test scene transitions.
Security and privacy¶
- Never log PINs, JWTs, refresh tokens, user IDs, or purchase payloads.
- Store refresh tokens with platform-secure storage, not plaintext preferences.
- Validate action IDs, poll result indexes, and all remote strings before using them in game logic or UI.
- Keep sandbox and production configuration separate in the build pipeline.
Performance¶
- Do not publish metadata, actions, or game text every frame.
- Keep callbacks short and move expensive work into a bounded game-side queue.
- Use readable RGB24 or RGBA32 logo textures and keep encoded assets below 500 KB.
- Exercise reconnects and long-running sessions in a development build with profiling enabled.
Release gate¶
The docs and code fixtures are pinned to v1.0.0-rc. Do not approve this page for publication or ship that package until the Gateway SDK owner:
- reconciles tag
v1.0.0-rcwith package version0.0.1; - moves
UnityEditorimports behindUNITY_EDITORso standalone players compile; - changes generated sandbox and production connections from
ws://towss://; - adds explicit environment selection to the prefab manager instead of always calling
RunInProduction(); and - publishes a tested Unity/editor/OS/architecture support matrix.
Bundled Windows, macOS, and Linux native files are implementation evidence, not standalone support claims. The gateway-testing game ID is also not a sandbox switch.
Next: Run the Gateway QA checklist.