Download the Unity SDK
Get the latest
.unitypackage from the releases page.Requirements
- Unity 2020.3 or newer
com.unity.nuget.newtonsoft-json3.0.2+
Setup
Import the package
Download the latest release and import the
.unitypackage (Assets → Import Package → Custom Package).Configure
Open Qwacks → Flock and fill in the four fields from your game’s page on the
dashboard:

Values are saved to 
| Field | Value |
|---|---|
| API URL | Leave the default (https://api-flock.qwacks.com) unless told otherwise |
| API Key | Identifies your game — treat it like a password |
| Game ID | Your game’s unique ID |
| Game Version | A version name that exists on the dashboard (e.g. v1.0.0) |

Assets/Resources/FlockConfig.asset. As you fill them in, the window prepares
the two things the SDK needs before it can start:- Resolve Game Version — your version name is looked up and its ID is baked into the config. Runtime init uses that baked ID directly and never calls the server, so it must resolve before you play or build. The window resolves it automatically when your credentials change (or click Resolve Game Version).
- Verify — the Setup checklist’s Verify button confirms your credentials actually reach Flock.

Your first call
With auto-init on, the SDK is already running — just useFlockClient.Instance.
Initialization
The SDK can start three ways. Automatic is the default and fits most games; the other two trade a little setup for control over when init runs (after a splash screen, EULA, etc.).- Automatic (default)
- Scene component
- Manual
Nothing to call — the SDK initializes from
FlockConfig.asset before the first scene loads and
restores a saved session in the background. React to lifecycle events if you need to:Init is fail-fast. A bad config throws (the auto-init path logs instead of crashing), and
FlockClient.Instance throws until init succeeds. Guard with FlockClient.IsInitialized, inspect
FlockClient.InitializationError, or handle FlockEvents.OnInitializationFailed.Authenticate a player
The first sign-in registers the player automatically — there’s no separate sign-up step. Auth methods throw on failure, so wrap them intry/catch.
- Device
- Email
- Google / Apple / Steam / Facebook / Discord
FlockEvents.OnAuthenticated and OnAuthExpired to
drive your UI.
Work with your game data
Run Code Generation → Sync Schemas in the Flock window to turn your dashboard’s player templates, configs, and shops into typed C# accessors underAssets/Flock/Generated/.


Explore features
Players & auth
Player data
Shops & inventory
Remote config
Assets
Analytics & events
Advanced settings
The Advanced Settings tab tunes analytics, HTTP retries, the asset and offline caches, and editor tools (including Auto-Initialize On Load). The defaults are sensible — change them only when you need to.
Error handling
Every SDK failure raisesFlockException with a readable Message, a Code for coded backend
errors, and a StatusCode where applicable.
