Unity-side services around a Cocos game
Owned the Unity-side service and social integration for a multiplayer board/card product whose core game ran in Cocos Creator.
- Unity shellPlayFab & social layer
- WebView bridgegree/unity-webview + JavaScript bridge
- Cocos Creator gamecore game & multiplayer gameplay
Only the Unity shell and the bridge were my responsibility.
My responsibility
Core game logic and core multiplayer gameplay were implemented by another developer in Cocos Creator. My responsibility was the Unity-side PlayFab/social layer and the integration between the Unity shell and the Cocos game.
What I owned
- Unity-side PlayFab/social layer
- Unity ↔ Cocos integration
Not mine
- Core game logic (Cocos Creator, another developer)
- Core multiplayer gameplay (Cocos Creator, another developer)
Evidence-backed work
Accounts & player data
- Guest PlayFab account creation
- Google/Facebook account linking and progress continuity
- Player profile/data
Economy & competition
- Coins/gems and cosmetic inventory flows
- Global/weekly leaderboards
Social
- Friend request / accept / reject workflow built around available PlayFab primitives
- Text/voice service integration
- PlayFab-side matchmaking/invite flows
- Firebase notification integration for invites
Cross-runtime integration
gree/unity-webview- Unity ↔ Cocos JavaScript bridge
Media & external evidence