CocosCreator
Ships today — the @privchat/cocos package wraps the TypeScript SDK for Cocos, and our production game runs on it.
Realtime games
From card and board games to realtime matches — any engine that speaks the protocol can join server-authoritative rooms: subscribe to table events, send typed actions, reconnect without losing state. CocosCreator, Unity3D, and web engines all fit.
Client engines
The room mode is engine-agnostic. privchat-cocos is the reference adapter — new engine adapters extend from the same pattern over the open protocol.
Ships today — the @privchat/cocos package wraps the TypeScript SDK for Cocos, and our production game runs on it.
Connect over WebSocket with the open protocol today; a native Unity adapter is on the roadmap.
The TypeScript SDK plugs into any browser-based engine or playable-ad runtime with typed events and RPC.
The Rust core exposes an FFI surface — embed the same client engine in custom or console-class runtimes.
Room mode
Rooms, seats, state versions, and actions are protocol primitives — your engine renders, the server decides.
channel.publishgame.room.heartbeat
transfer.rpcwallet.buyin.confirm
message.syncpts.recover.from.server
bot.routeassistant.system_user.reply
Room, seat, and match state live on the server. Clients render; the server decides. No trust in the edge.
Game events publish once and reach every subscriber in the room at wire speed — same channel model as chat.
Player actions are typed transfer routes with server-side validation and idempotency built in.
State versions detect gaps; clients recalibrate from snapshots and rejoin mid-game without ghost seats.
Proven in production
Clubs, live tables, bots, and wallet settlement — built with CocosCreator on public PrivChat APIs, running in production today.
Ship your game
Review the SDK API overview, then talk to us about room orchestration and going live.