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This guide takes you from a fresh game to your first signed-in player using the Flock SDK.
1

Create a studio and game

Sign in to the Qwacks dashboard, create a studio, then create a game inside it. A game is the container for your players, economy, and config.
Create a studio and game

Create a studio and a game in the Qwacks dashboard.

2

Get your credentials

Open your game in the dashboard and copy its API Key, Game ID, and Game Version. You’ll plug these into the SDK so it can connect to your game.
Game credentials

Copy your game's credentials from the dashboard.

Treat your API Key like a password. Use a key scoped to the right environment, keep dev and production separate, and rotate it on the dashboard if it leaks.
3

Install and configure the SDK

Add the SDK for your engine — Unity or Unreal — then open its settings (Flock → Settings in Unity, Project Settings → Plugins → Flock SDK in Unreal) and paste in your credentials. The window prepares the two things the SDK needs before it can start:
  • Resolve Game Version — looks up your version’s ID and bakes it into the config. Runtime init uses that ID directly and never calls the server, so it must resolve before you play or build. The window does this automatically as you fill in your credentials.
  • Verify — confirms your credentials reach Flock (Setup checklist → Verify).
Then choose how the SDK starts:
  • Automatic (default): with Auto-Initialize On Load on, the SDK initializes itself before your first scene or level — nothing to call. Reach it through FlockClient.Instance in Unity, or UFlockSubsystem::Get(this) in Unreal.
  • Manual: turn it off and initialize it yourself — handy to wait for a splash screen or EULA. Unity calls FlockClient.Create(config.ToInitConfig()) (or uses the FlockBootstrap component); Unreal calls InitializeFromSettings().
Full details on the init styles are on the Unity and Unreal SDK pages.
4

Sign in a player

Sign the player in — the SDK manages the session from there.
In Blueprint this is one Flock Login With Email node with success and failure pins.
Signing in does not create an account — registering is a separate call in both SDKs. Failures surface differently: Unity throws, while Unreal returns a TFlockResult you check, because Unreal builds with exceptions off.
5

Use a feature

Once a player is signed in, reach any feature through the SDK:
That’s it — you’re live. 🎉

Next steps

Understand authentication

How the SDK manages game and player sessions.

Explore the guides

Players, shops, leaderboards, remote config, and more.