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Integrate your game engine.

Try it first

Connect one browser export without replacing your engine#

You need A working browser export and a JavaScript host page.

  1. Keep gameplay in your engine and add the SDK in the host page.
  2. Wire one explicit event across the engine/host boundary.
  3. Test the exported build inside the real Hub iframe.

Check your result The exported game still plays and the chosen integration works through its host.

Keep payment UI in a supported browser host and fulfillment on your game server.

Unity WebGL host-page path#

The public Unity path uses @playmos/sdk alongside the WebGL build. Install it in a Vite host app, put a Buy button and payment-status output beside the canvas, and use the browser purchase example. Open the host in a browser; Unity Editor Play Mode does not exercise this payment flow.

Create a browser hostTerminal
  1. npm create vite@latest playmos-unity-host -- --template vanilla-ts
  2. cd playmos-unity-host
  3. npm install
  4. npm install @playmos/sdk@0.3.38
  5. npm run dev

Keep your Unity build on that page. If you pass receipt IDs to the engine, treat them as display/input only: the trusted game server verifies them before granting an item. Never put an sk_ key in Unity assets, JavaScript or a bridge message.

Choose the game-server language#

Use the published .NET package, Node SDK, Python package or direct HTTP for server verification. The language guide lists pinned versions and each surface’s limitations. A thin server client’s confirmed flag alone is not sufficient to match a purchase or deduplicate a grant.

Engine availability#

SurfaceCurrent public path
Web / Phaser / HTML5Bundled JavaScript SDK and a trusted backend.
Unity WebGLBrowser host + server verification. com.playmos.sdk is not a public UPM install.
Godot HTML5No public Playmos engine package; use a separately integrated web host if building your own adapter.
UnrealNo public Playmos engine package; a system-browser flow needs your own secure callback/session design.
Three.jsUse the web SDK as application code; there is no separate engine package.
Native mobile, subscriptions, Bridge virtual accountsNo public supported SDK/product path in this iteration.

Publisher release review and the portal’s iframe launch are separate from engine SDK availability. A local WebGL build is not a published listing.

If it did not work#

Consult the support matrix first. A generic host-page bridge does not imply a native adapter exists.

Try one variation Resize and pause the exported game in the Hub. Confirm the host integration survives both transitions.

Continue with the next guide →