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SDK Team — Overview

You maintain the ProjectV-SDK: the ProjectV contracts, the Nakama binding and the presenters the Client team builds on. You also take each release through BuildOps to SDK-Packages and keep these docs matching the shipped API.

Repositories​

Repository (branch)Owns
GameStudio3/projectz-nakama (v3)ProjectV Nakama V3 server: operations, catalogs, contract bundle
GameStudio3/nakama-core-module (v3)Shared Nakama Core used by the server
GameStudio3/ProjectZ-CrossSDK (v3)Shared SDK source (9 com.silvertiger.crosssdk.* packages)
GameStudio3/ProjectV-SDK (v3)ProjectV-SDK source (this repo): 5 com.silvertiger.projectv.* packages, plus purchasing, and this site
GameStudio3/BuildOps (main)Candidate build, retention, approval and delivery workflows; release catalog
GameStudio3/SDK-Packages (main)Binary Git UPM packages and delivery indexes; what the Client pins
GameStudio3/ProjectV-ClientThe game; consumes one pinned release

Rules​

  • The Client surface is IProjectV*Presenter plus snapshots. Everything else — IProjectVSdk, feature clients, adapters, Nakama binding — is internal.
  • Server truth first: a new behaviour starts with the server operation and its contract, then the typed client, then the presenter.
  • Packages ship as binaries only; consumers never compile SDK source.
  • Every release is immutable and pinned by commit.

Read next: Architecture → Add a presenter → Mutation projections → Local development → Release pipeline → Versioning → Documentation standard.