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Startup and connection

Startup and connection is the common prerequisite for every IGP SDK feature. It identifies the game, connects to the local IGP desktop client, and tells the game which platform capabilities are available in the current session.

  • Identify the game with the platform-issued appId.
  • Initialize the SDK explicitly from the game’s startup flow.
  • Establish and maintain a Desktop Session.
  • Expose connection, authorization, error, and capability state.
  • Return an actionable result when the desktop client is temporarily unavailable.

Achievements, game authorization, and compliance use the Desktop Session. Rooms, realtime messaging, and network transport use a Hosted Session; a connected Desktop Session does not mean the game has joined the multiplayer lobby.

EngineStatusMain entry pointDetailed steps
UnityPreviewRuntime manager in the main packageUnity installation · Unity Quick Start
GameMakerPreviewWindows runtimeGameMaker installation · GameMaker Quick Start
GodotPreviewIGP Autoload registered by CoreGodot installation · Godot Quick Start
  1. Download the main package matching the engine version. Godot requires an exact-version variant.
  2. Import it into the project and enable the runtime entry point as described by the engine guide.
  3. Set a positive appId. A regular integration does not need a runtime directory, executable path, or local pipe setting.
  4. Subscribe to connection, authorization, and error events before initializing from the game’s own startup flow.
  5. Wait for an explicit initialization result and confirm that the Desktop Session is attached.
  6. Check the capabilities published by the current session before calling a feature.
  • Connecting: keep the startup UI responsive and do not issue duplicate initialization calls.
  • Attached but not ready: wait for game authorization before entering protected game flows.
  • Ready: use only the achievements, user, compliance, and other capabilities advertised by the session.
  • Failed or detached: show an actionable message and retry through the engine’s supported entry point without a tight reconnect loop.
  • A valid appId produces a successful initialization and an attached Desktop Session.
  • An invalid appId or unavailable desktop client produces a clear failure instead of waiting forever.
  • Authorization and capability state recover to current values after reconnecting.
  • A non-multiplayer integration does not wait for a room or realtime state.

Continue with Game authorization, Real-name verification and anti-addiction, or Achievements. See Testing for troubleshooting.