> ## Documentation Index
> Fetch the complete documentation index at: https://docs.playflowcloud.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Unity SDK Overview

> Integrate PlayFlow multiplayer services directly into your Unity projects with our native SDK.

The PlayFlow Unity SDK provides a powerful and convenient way to manage your game servers, lobbies, and matchmaking directly within the Unity Editor and your game's C# scripts.

<Info>
  **Prerequisites**

  * A PlayFlow account with a project (new organizations start on the **Free** plan).
  * A project **API key**. You can create both server keys (`pf_...`) and client keys (`pfclient_...`) from the **API Keys** section of your project.
  * Unity 2021.3 LTS or newer.
</Info>

## Key Features

* **In-Editor Management**: A user-friendly editor window to manage your PlayFlow account, server builds, and deployments without leaving Unity.
* **C# API Clients**: High-level C# APIs for interacting with PlayFlow's services, including Game Servers, Lobbies, and Matchmaking.
* **Simplified Workflow**: Designed to streamline the development process for multiplayer games, from prototyping to production.
* **Example Scenes**: Comes with clear examples to help you get started quickly.

## Installation

To get started with the PlayFlow Unity SDK, please follow our complete installation guide.

<Card title="Installation Guide" icon="download" href="/guides/installation">
  Follow the steps to install the SDK using the Unity Package Manager.
</Card>

## Initial Setup

Once imported, the SDK needs to be configured with your PlayFlow API Key.

1. Find the `PlayFlowLobbyManagerV2` component in your scene, or add it to a new GameObject.
2. In the Inspector for `PlayFlowLobbyManagerV2`, enter your **API Key**. You can find this in the **API Keys** section of your PlayFlow project.
3. That's it! The manager will now be able to authenticate with PlayFlow services.

<Warning>
  Because the SDK ships inside your game client, use a **client key** (`pfclient_...`), which is safe to distribute in game builds. Keep **server keys** (`pf_...`) server-side only — they have full access and can delete builds and change project settings.
</Warning>

<CardGroup cols={3}>
  <Card title="Game Servers" icon="server" href="/unity/game-servers">
    Learn how to programmatically start, stop, and manage your dedicated game server instances.
  </Card>

  <Card title="Lobbies" icon="users" href="/unity/lobbies">
    Create and manage lobbies for players to congregate before a match.
  </Card>

  <Card title="Matchmaking" icon="swords" href="/unity/matchmaking">
    Use skill-based matchmaking to find suitable opponents for your players.
  </Card>
</CardGroup>
