dojo-client_skill

This skill helps you connect and bind your game clients to a Dojo world, generating bindings and enabling real-time queries.
  • TypeScript

51

GitHub Stars

1

Bundled Files

2 months ago

Catalog Refreshed

4 months ago

First Indexed

Readme & install

Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.

Installation

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npx veilstrat add skill dojoengine/book --skill dojo-client

  • SKILL.md7.4 KB

Overview

This skill integrates Dojo with game clients and frontends across JavaScript, Unity, Unreal, Godot, Bevy, and native platforms. It generates typed bindings, initializes SDK clients, and provides query, subscription, and system execution helpers so your client talks to a deployed Dojo world reliably. Use it to wire UI, engines, and gameplay code to your world manifest and indexer.

How this skill works

The skill generates platform-specific bindings (TypeScript, C#, C++, GDScript, Rust, C/C++) from your Dojo manifest and creates connection scaffolding for the Dojo SDK. It initializes an SDK client pointing at your world address, Torii indexer, and RPC/relay endpoints, then exposes query builders, subscription callbacks, and action APIs for executing systems. For web apps it also provides React providers and hooks to subscribe to entity state and run systems from components.

When to use it

  • Connecting a React/TypeScript frontend to a deployed Dojo world
  • Integrating Dojo with Unity, Unreal, Godot, or Bevy game engines
  • Generating typed bindings after a manifest or contract change
  • Implementing real-time subscriptions for entity updates
  • Testing client-side reads and system executions before launch

Best practices

  • Deploy the world and run Torii indexer before initializing clients
  • Generate and commit platform bindings after each manifest change
  • Use query builders and include hashed keys for reliable entity lookups
  • Add robust error handling and optimistic updates for UX during system executions
  • Keep SDK config (world address, toriiUrl, relayUrl) in environment/config files, not hard-coded

Example use cases

  • Quickstart a web client with pnpx @dojoengine/create-dojo and the TypeScript SDK
  • Generate C# bindings and sync entity state between Unity scenes and the Dojo world
  • Subscribe to player score changes and update leaderboards in real time
  • Use Bevy Rust bindings to mirror in-game entities with the Dojo world schema
  • Run complex queries (filters, ordering, paging) from a web dashboard to list game items

FAQ

A deployed Dojo world, a running Torii indexer, and an accessible RPC/relay endpoint. Record the world address and confirm network connectivity.

How do I update client bindings after changing the manifest?

Regenerate bindings (e.g., sozo build --typescript or engine-specific generator), replace the generated files in your client, and rebuild the client to pick up schema changes.

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