--- name: playmos-integrate description: Integrate the Playmos SDK into a web, engine or backend project for shared game services, account identity, owned progression and stablecoin commerce. --- # Integrate Playmos Read the [SDK quickstart](https://playmos.io/docs/quickstart.md) and inspect the project's existing purchase flow before choosing an integration seam. Default to Base Sepolia for a new integration. Use the package version in the [SDK reference](https://playmos.io/docs/reference.md); do not infer method signatures from package names. ## Build through Agent Studio For a new game, read [Playmos Games](https://playmos.io/docs/games.md) and [Live services](https://playmos.io/docs/live.md). Use the session-scoped MCP from Studio. Read the brief once, then get the next step before useful work. Reuse SDK identity, PlayMO, controller lifecycle, garage and service adapters while keeping game rules and rendering distinct. When available, read `playmos_get_game_services` and `playmos_get_service_setup`. Save the Play, Competition, Review draft with `playmos_save_service_setup` and its current revision. Managed hosting is the default; studios can register a self-hosted engine behind the standard worker shim. Advanced settings hold room limits and region. A draft never allocates servers, activates paid admission, signs, spends or publishes. Missing providers are blockers, not switches to bypass. These modules are source candidates until their matching environment is deployed and accepted. The Hub supplies the authenticated account; clients cannot grant cars, parts, XP or collectibles. Keep the PlayMO read-only in games and dress it through the account wardrobe. Report local fixtures, private previews, hosted receipts, real devices and publication separately. ## Choose the stack - Browser or JavaScript: [browser integration](https://playmos.io/docs/browser.md). - Unity, Unreal or Godot: [engine integration](https://playmos.io/docs/engines.md). - Python, Go or C#: [server languages](https://playmos.io/docs/languages.md). - Studio-owned keys and payout configuration: [studio setup](https://playmos.io/docs/studio-setup.md). - Publish a complete browser game: [host and publish](https://playmos.io/docs/hosting.md). Free/practice is a payment mode, not a QA-only release. Read `playmos_get_publishing_guide` on either MCP connection for upload, independent exact-build review, public links, updates, restore, withdrawal and session recovery. Upload compiled browser ZIPs with stdio `playmos_upload_game_zip` or the shared chunk tools on HTTP MCP (500 MiB ZIP / 1 GiB expanded). Uploads do not activate a managed ZIP; independent review and publisher activation remain required. Reuse the existing client, backend and package manager. Public keys belong in clients; server secrets belong in backend configuration. Never put a secret or wallet private key in client code, logs or a handback. For purchases, implement pay → backend verification → durable grant once. Persist an idempotency key and expected player, SKU and integer micro-USDC amount before sending. Keep the returned payment ID so a timeout can reconcile the same purchase. Read [payment verification](https://playmos.io/docs/payments.md) before implementing fulfillment. If the task involves leaderboard entries and prizes, follow [contests](https://playmos.io/docs/contests.md) instead of treating a purchase receipt as contest admission. Verify local behavior and report what was actually exercised. Wallet signing, funded spending and production publication require developer authority; missing studio details must not be invented.