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Launcher SDK Guide

In this guide, we're doing a quick rundown of how to add your game to AccelByte Launcher and log into the Launcher. This guide is Unity specific, however, the flow is identical in any other SDK.

You can grab our SDK from our public GitHub.


AccelByte Launcher enables users to access the store and download items from the store's catalog. Once the user is logged in to the AccelByte Launcher, they do not need to log in to the game.

Game Implementations

Log in from Game Client

The implementation of logging in via launcher is as simple as calling one function to handle it. The auth code, that is generated from the AccelByte Launcher executable, is used for the login authorization.

Embedded below is the logic code for:
- Login with launcher function, and
- Login with launcher callback

//Attempts to login with launcher
public void LoginWithLauncher()
// Check if auth code is available from launcher
string authCode = Environment.GetEnvironmentVariable(AUTHORIZATION_CODE_ENVIRONMENT_VARIABLE);
if (authCode != null)
// Toogle loading animation
Debug.Log("LoginWithLauncher authCode is null");
//Handles User Login, on Success it will get the User's account details
private void OnLogin(Result result)
if (result.IsError)
Debug.Log("Login failed:" + result.Error.Message);
Debug.Log("Login Response Code: " + result.Error.Code);
//Show Error Message
Debug.Log("Login successful. Getting User Data");
//Show Login Successful
//Show "Getting User Details"

This function can be called right before the login menu is shown if somehow the login process with AccelByte Launcher fails. We can show the username and password on the login menu.

To top it off, we need to set the AccelByte SDK config. Make sure all of the config values are valid.

Figure 2a. AccelByte SDK Configuration Menu
Creating Your Own Video Game's Launcher
Figure 2b. AccelByte SDK Configuration Menu Details

Next, we build the game for Windows desktop. From File, go to Build Settings, then Choose Target Platform: “Windows” Arch: “x86_64” Build, then click the Build Button.

*note that if we are building for Android using Unity 2019, we need to set the API Compatibility Level to .NET 4.x

Unity Build Configuration - Creating Video Game Launcher
Figure 3. Unity Build Configuration

That concludes the implementation on the game side.

Setting Up a Store in the Admin Portal

After you've uploadad your game and set it as the current version, the next step is to create the store and catalog. First off, go to the Admin Portal. In the Publisher namespace, select E-Commerce and open the Stores menu.

Setting Up Store in Your Game
Figure 4a. Stores menu in the Admin Portal
Adding In-Game Store to Your Video Game
Figure 4b. Admin Portal's Store Overview

To update the existing store items and settings, first clone the existing store to make a draft store so that all of the contents are copied to the clone version. You can clone a store by selecting Clone in the store Action list. We can edit the draft store afterwards by clicking the View Action.

If you plan to replace the store instead of updating, you can just create a new store and add the item details.

Creating In-Game & On-Platform Store for Your Video Game
Figure 5. Store Options
Adding Storefront to Your Video Game
Figure 6. Store Cloning from Published Store to Draft Store
Video Game Storefront (On Platform & In-Game) Configuration
Figure 7. Draft Store - Edit Option

In the store's Edit menu, open the Items then click the Create items button. Fill in the game title in Item Name field, select App for the Item Type, and Game for the App Type. The App ID will be used to upload the game. In this example we've typed lightfantastic as the ID, the same name as the game title.

Purchase Limit determines how many of this item can be purchased from the store by a single player. We also have options to choose the namespace currency and the currency code. We suggest you use the publisher namespace for this (we are using AccelByte as the publisher namespace and US currency).

Configuring the Storefront in Your Video Game
Figure 8. Draft Store Item List
Adding Item to Your Video Game's Storefront
Selling Game Item Using Custom Game Storefront
Figure 9. Draft Store - Add Item

Using BuildUtil to Upload Your Game

Check out our guide on using BuildUtil here.

Viewing the Game in Launcher

At this point, the game is already available in the store for players to purchase. To see the game in Launcher, first create an account and download Launcher from the Accelbyte Player Portal After installing Launcher on your computer, log in using the player account that you've created to see your game.

Creating Your Own Game Launcher
Figure 10. AccelByte Launcher
Easy Game Launcher & Storefront for Your Video Game
Figure 11. AccelByte Launcher - Store
Get Your Own Steam-like Storefront for Your Games
Figure 12. Claim the Light Fantastic Game from the Store
How to Create Your Own Steam-like Game Client & Store
Figure 13. Light Fantastic is added to the AccelByte Launcher Library

The version of the game will reflect the version you set as the current version in the Admin Portal.

If you have any questions regarding this guide, please contact us via email at

Find a Backend Solution for Your Game!

Reach out to the AccelByte team to learn more.