AWS Mobile Blog

Build Cross-Platform Mobile Games with the AWS Mobile SDK for Unity

There are many reasons for the unprecedented success of mobile games and apps. The convenience and power of phones and tablets have improved at breakneck speed, and advances in cellular networking have dramatically increased the networking capabilities of these ubiquitous devices. With its powerful tools for graphics, physics, multiplatform support, and more, Unity does a lot of the heavy lifting and allows developers to bring their ideas to life. However, when developers decide they want custom back-end services in their game, it is easy to lose creative momentum when tasked with designing, developing, and hosting a back end capable of managing player identity, cross-platform saves, achievements, leaderboards, and push notifications. A great idea developed by a small team can quickly turn into a herculean effort that splits your team’s focus into developing and managing your game and the infrastructure that supports it.

Accessing the power, flexibility, and ease of use of AWS is the perfect solution to this problem. The AWS Mobile SDK for Unity allows developers to easily connect their Unity game to Amazon Web Services.

In this tutorial, we will consider a chess game I have created with Unity, and show how I have integrated the AWS Mobile SDK for Unity to give it awesome features.

What We Will Add

For this example, we will add the following features to the chess game:

  • Identity management using Amazon Cognito Identity.
  • Cross-device syncing of a user’s data using Amazon Cognito Sync.
  • Creation of new multiplayer matches using AWS Lambda and Amazon DynamoDB.
  • Saving and loading of public information and multiplayer matches using Amazon DynamoDB.
  • Reacting to game saves to notify players it’s their turn using AWS Lambda, Amazon DynamoDB Streams, and Amazon Simple Notification Service.
  • Measuring game usage using Amazon Mobile Analytics.

First Things First

Before we get to the good stuff, you will need some resources.

  • Here is the project in its final state. This tutorial is best followed with the ChessGame Unity project opened in the Unity Editor and the code open in your favorite editor or IDE. Take a look at the Assets folder:

    • The AWSSDK folder includes the parts of the AWS Mobile SDK for Unity we will be using for this game. When you make your own game, all you have to do is download the AWS Mobile SDK for Unity and import the Unity packages for the services you are using.
    • ChessGameScenes contains the Unity scenes that make up our game. Start the PersistentObjectInit scene first. It creates objects that exist throughout the execution of the application. This includes AWSPrefab, which any Unity game must present to use the AWS Mobile SDK and ChessNetworkManager, which we will talk about throughout this tutorial. The rest of the scenes are fairly self-explanatory. For example, the MainMenu scene is the UI screen the user sees first. The Board scene displays a chess board for the match the user is playing.
    • ChessGameScripts contains C# files that drive the functionality of this sample game. The BasicUI and ChessLogic subfolders contain logic that describes the way our UI behaves and the logic of an actual chess match, respectively. We will mostly ignore these folders for this tutorial, because they are not directly related to using the AWS Mobile SDK. The remaining files are as follows:

      • ChessNetworkManager describes a Unity component that exists during the entire execution of the game. As the name implies, this game object handles all of the networking for the game. As you might have assumed, we do all of this networking using the AWS Mobile SDK, and most of this tutorial focuses on the ChessNetworkManager file.
      • GameManager is a singleton class that manages the state of the game. This includes deciding when and how to use the ChessNetworkManager so that individual scenes can be ignorant of how the network is used.
      • GameState encapsulates all of the application state information we want to save. Before integrating a back end, this class defines which information to save to disk. When the back end is added, all we have to do is save it over the network instead.
      • GCM is the same C# file in the SNS Example. It is used to communicate with the Google Cloud Messaging Java libraries. (We’ll talk about these in Prerequisites.)
    • The LambdaFunctions folder contains Node.js code for our AWS Lambda functions.


This game sample is built using Unity 5.2.2 and the AWS Mobile SDK for Unity Do not use versions of Unity earlier than 5.2.2.

To get the game to work, you first need to set up your AWS services. We will go through these step by step, but this tutorial will not cover creating your AWS account. If you do not already have an AWS account, you can create one here and take advantage of the AWS Free Usage Tier.

For the Amazon Simple Notification portion of this sample to work on Android, you will need google-play-services.jar, which you can find in the location <android-sdk>/extras/google/google_play_services/libproject/google-play-services_lib/libs/. Copy the jar file to the ChessGame/Assets/Plugin/Android folder in the project. You can remove all SNS-related code from the game. Other functionalities do not depend on it.


Throughout this tutorial, we will use the AWS Management Console to create our AWS resources. You’ll see regions (e.g., N. Virginia, Ireland, Singapore) are displayed in the console’s menu bar. The resources you create will be hosted in the region you choose, so you may want to choose one close to you (or, in the long term, to your customers). Because some services are available in certain regions only, you may have to create different resources in different regions.

All of the services we use in this tutorial are available in the us-east-1 region. That is the way the sample is configured, but you can change the region.

To change the default region for all of your services, change the region value (currently region="us-east-1") in ChessGame/Assets/AWSSDK/src/Core/Resources/awsconfig.xml. It is suggested that you use the same region for all services except for services that are unavailable in your preferred region. To have individual services use different regions, change the lines in ChessNetworkManager.cs in the following way:

private static readonly RegionEndpoint _cognitoRegion = null; // If null, the ChessNetworkManager uses the value from awsconfig.xml for the corresponding service.
private static readonly RegionEndpoint _mobileAnalyticsRegion = RegionEndpoint.APNortheast1; // ap-northeast-1
private static readonly RegionEndpoint _dynamoDBRegion = RegionEndpoint.USEast1; // us-east-1
private static readonly RegionEndpoint _lambdaRegion = null;
private static readonly RegionEndpoint _snsRegion = null;

Make sure to keep these values up-to-date as you create your services.

User Identity

The first thing an online game needs is user identities. User identities are useful for keeping track of a user’s information, allowing or restricting access to online assets, and much more. It’s very simple to create user identities with Amazon Cognito Identity. Look in ChessNetworkManager.cs to find the following:

private CognitoAWSCredentials _credentials;

private CognitoAWSCredentials Credentials
        if (_credentials == null)
            _credentials = new CognitoAWSCredentials(
            return _credentials;

This CognitoAWSCredentials object is useful in many ways. For one, we can retrieve the unique user ID from it by calling Credentials.GetIdentityId(). We will also use it to access other AWS resources based on the permissions set for your Cognito identity pool.

You may be asking, "What Cognito identity pool and what permissions?" We are about to set that up in the Amazon Cognito console.

In the console, choose Create new identity pool, name your pool "Chess," select Enable access to unauthenticated identities, and create the pool. We will add authenticated identities later.

You will be prompted to choose roles for identities in your pool. Create a role for each authenticated and unauthenticated identity. Edit each policy to look like the following, except with each instance of <RESOURCE REGION> replaced with the region you are using for the corresponding resource (for example, us-east-1):

    "Version": "2012-10-17",
    "Statement": [
            "Effect": "Allow",
            "Action": [
            "Resource": [
                "arn:aws:dynamodb:<RESORCE REGION>:*:table/ChessMatches",
                "arn:aws:dynamodb:<RESORCE REGION>:*:table/ChessPlayers",
                "arn:aws:dynamodb:<RESORCE REGION>:*:table/SNSEndpointLookup",
                "arn:aws:dynamodb:<RESORCE REGION>:*:table/ChessMatches/index/*"
            "Effect": "Allow",
            "Action": [
            "Resource": [
                "arn:aws:lambda:<RESOURCE REGION>:*:function:NewChessMatch"
            "Effect": "Allow",
            "Action": [
            "Resource": [
                "arn:aws:<RESOURCE REGION>:*:app/APNS_SANDBOX/ChessGame",
                "arn:aws:<RESOURCE REGION>:*:app/GCM/ChessGame"
            "Effect": "Allow",
            "Action": [
            "Resource": [

This policy allows any identity in your Cognito identity pool access to the resources we will create in the tutorial.

From the Amazon Cognito console, choose the link for your "Chess" identity pool, choose the Edit identity pool button, and there you will find your identity pool ID. It should look something like this:


Back in ChessNetworkManager.cs, find the declaration of the CognitoIdentityPoolId string, and provide your identity pool ID as the value. For example:

private const string CognitoIdentityPoolId = "us-east-1a2b3c4d5-6789-abcd-0123-012345abcdef";

We’ve set up the user identity, so let’s do something with it.

Syncing User Data

A common use case for mobile games is saving user data in the cloud and synchronizing it across devices. For our chess game, we want to allow users to play a local game on their phone, and then switch to their tablet and pick up right where they left off.

Amazon Cognito Sync makes this easy. Because our Cognito identity pool is ready to go with a policy that allows access to Cognito Sync, we can dive right into the code in ChessNetworkManager.cs. Creation of the CognitoSyncManager is as simple as providing our credentials and region endpoint:

new CognitoSyncManager(Credentials, new AmazonCognitoSyncConfig { RegionEndpoint = CognitoRegion });

All of our AWS-related managers, clients, and contexts are created in a similar fashion. When you see references to AnalyticsManager, DynamoDBClient, DynamoDBContext, DynamoDBContext, LambdaClient, and SNSClient in this tutorial, take a look at their declarations and initializations first.

Using the CognitoSyncManager

To understand how the chess game uses the CognitoSyncManager, take a look at the SaveGameStateLocal method in ChessNetworkManager.cs. In this method, we locally cache the current state of our game in a Dataset object. A Dataset allows us to store key-value pairs called Records, which we can synchronize with Cognito Sync later. For our use case, we create two Dataset objects:

  • One that stores all of our friends in which a friend’s ID is the key and the friend’s name is the value. (We’ll talk about adding friends later.)
  • One that stores all of our local matches with the match ID as the key and a JSON representation of the match as the value.

When a player makes a move in a local game, we call SaveGameStateLocal, but do not synchronize the Datasets with Cognito Sync until the user exists the Board scene.

To synchronize the dataset with Cognito Sync, we call the Synchronize() method on the dataset. We also want to define the behavior of our game when the synchronization succeeds or fails. To see the syntax for defining this behavior, check out the SynchronizeLocalDataAsync() method in ChessNetworkManager.cs. In the case of our game, if the synchronization fails, all we do is log a warning because it is most likely due to a lack of network connection. Even if this is the case, the locally cached data remains available to the user.

Finally, we want to be able to load data from Cognito Sync. Take a look at the LoadGameStateAsync method in ChessNetworkManager.cs, where we use the Synchronize() method again. When the synchronization is successful, we open the Dataset we are synchronizing and use all of the Records in it to re-create our GameState object. On failure, we re-create the GameState using the locally cached Datasets instead.

We are now able to call these functions from the GameManager singleton when it determines it is a good time to save, sync, or load.

User Sign-in

Our credentials are valid only for the device they are created from, because we haven’t given Cognito Identity a way to know which devices should use the same identity. The solution is to use authenticated identities. That is, we will have the user sign in using either a public identity provider like Facebook or a custom one. For this example, we use Facebook. To learn how to get your Chess Cognito identity pool set up to use Facebook as an authenticated provider, head over to this page. Check out the LogInToFacebookAsync and FacebookLoginCallback methods in ChessNetworkManager.cs to see how we use the Facebook SDK to get an access token and register that token with our Cognito credentials. The LoginToFacebook method is called when the Sign In button on the main menu is pressed. Now, when a user is signed in on multiple devices, we have full-featured, cross-device synchronization!

Online Matches

Online multiplayer adds a whole new dimension to any game. Because chess is a turn-based game, a player can make a move whenever it is the player’s turn, whether that be seconds or days after the player’s opponent. This sort of multiplayer experience is popular with mobile games because users are often on the go and unable to play a full game in one session.

Creating a Match Using AWS Lambda

AWS Lambda is a powerful and versatile tool for creating back-end services, and it is immeasurably useful for building an online game. We use Lambda a couple ways in this sample, but the possible uses are endless. At the end of this tutorial, take a moment to consider how you might use Lambda to make the game more robust, secure, and full-featured.

The first step is to create an AWS Lambda function. For this sample, we are going to write our Lambda functions in Node.js, but you can choose Node.js, Java, Python, or even another JVM language like Clojure for your game!

In the Lambda console, choose Create a Lambda function. When prompted to select a blueprint, choose Skip. On the Configure function page, name the function "NewChessMatch" and use the Node.js runtime. The easiest way to upload our code is to choose Edit code inline. Open the NewChessMatch.js file in the LambdaFunctions folder and just copy and paste it.

Before we finish our Lambda function configuration, we need to choose a role. This role will give the function access to the AWS resources it needs. This is separate from the Cognito Identity role. Our "NewChessMatch" function will need to access a DynamoDB table to create an entry for a new game (we’ll talk about defining our DynamoDB table later), so let’s add a "Basic with Dynamo" role. Under Create new role, from the Role drop-down list, choose "Basic with Dynamo". On the page that appears, view the new policy, and then choose Create. Choose Next, and then choose Create function. You now have an AWS Lambda function ready to invoke.

But wait! If you look in the Lambda function code, you will see it reads from and writes to a DynamoDB table called "ChessMatches." Let’s create this table.

Creating a DynamoDB Table to Store Chess Matches

We want a table that holds the following information:

  • A unique match ID.
  • The ID of the player using white chess pieces.
  • The ID of the player using black chess pieces.
  • The Forsyth-Edwards Notation (FEN) that describes the state of the board.
  • The long algebraic notation that describes the previous move.

We want to access the table in the following ways:

  • Get all information about a match if we have the match ID.
  • Insert or update matches.
  • Get all match IDs in which a given player is either the white or black player.

To satisfy these requirements, we will design our table as follows:

  • A string named MatchId as the Primary Hash Key. This means we can make a GetItem request on the table with a MatchId value, and get the item with that match ID.
  • Two Global Secondary Indexes with Index Hash Keys WhitePlayerId and BlackPlayerId and Index Names WhitePlayerId-index and BlackPlayerId-index, respectively. This allows us to query on the table to find all matches for WhitePlayerId and BlackPlayerId values.
  • We don’t have to explicitly define AlgebraicNotation and FEN keys. We just assume any item put into this table will contain values for these keys.

Create this table in the DynamoDB console. Choose Create Table and name the table "ChessMatches." For Primary Key Type, choose Hash. For Hash Attribute Name, use MatchId. Make sure string is selected because our MatchId values are strings.

Continue to Add Indexes. For Index Type, choose Global Secondary Indexes. For Index Hash Key, type WhitePlayerId. The console should automatically determine your Index Name is WhitePlayerId-index. Choose Add Index To Table, repeat for BlackPlayerId, then choose Continue.

On Provisioned Throughput Capacity, accept the defaults and press Continue. On the next page, select or clear Use Basic Alarms. We will not cover them in this tutorial. Choose Continue, confirm your table looks as expected, and then choose Create.

Invoking the NewChessMatch Function

Now that our Lambda function and DynamoDB table are set up, we can invoke the NewChessMatch Lambda function from our game to create a new match. In the ChessNetworkManager.cs file, take a look at the NewMatchAsync method. In this method, we create a JSON string that specifies the requesterId (the identity of the player who is creating the match) and opponentId (the identity of the opponent), and then use the LambdaClient to call InvokeAsync with a request that specifies our function name, parameters in JSON format, and invocation type so that Lambda knows we are waiting for a response. When we get a response, we pull out the MatchId we have defined our Lambda function to return.

Adding Friends

We are able to invoke an AWS Lambda function to create a new match with a friend, and we are able to keep track of our friends with Cognito Sync, but we have yet to define a way to add friends. We are going to take a simple approach in which we have a publicly accessible DynamoDB table that maps from player identities (specifically, Cognito identities) to player names. For this sample, we will allow users to directly access the DynamoDB table to update their info or find friends’ names if they know their friends’ IDs.

Creating this table is simple. Like before, head to the DynamoDB console, and then create a table named ChessPlayers with Primary Hash Key Id.

In ChessNetworkManager.cs, take a look at the PubliclyRegisterIdentityAsync method, in which we use our DynamoDBContext object to perform SaveAsync. When calling SaveAsync, we specify the type GameState.PlayerInfo. If you take a look at the PlayerInfo class in GameState.cs, you will see some attributes that provide DynamoDBContext with information about how to save the object in DynamoDB:

  • [DynamoDBTable("ChessPlayers")] means the object should be saved to the ChessPlayers table.
  • [DynamoDBHashKey] applied to the Id property means the table’s Primary Hash Key is named Id.
  • [DynamoDBProperty] applied to the Name property means the name should be a property of the item put to the table.
  • These attributes work the same way when loading from the table, making it just as easy to create a PlayerInfo object from a DynamoDB item as it is to create a DynamoDB item from a PlayerInfo object.

If the SaveAsync call is successful, we make a similar call to a different table. We will talk about this when we set up Amazon Simple Notification Service.

Also check out the FindPlayerByIdAsync in ChessNetworkManager.cs, in which we load a PlayerInfo object, if supplied, with an ID.

These methods are called by our GameManager singleton. PubliclyRegisterIdentityAsync is called when the user changes his/her name or identity. FindPlayerByIdAsync is called when the user clicks the Add Friend button in the SettingsMenu scene.

Playing Online Matches

We have friends and a match ready to be played, so we need to be able to find, save, and load the matches we are involved in.

Let’s start by taking a look at the SimpleMatchInfo class in ChessNetworkManager.cs. You should recognize some of the attributes from our PlayerInfo class. In addition, there are [DynamoDBGlobalSecondaryIndexHashKey] attributes attached to the BlackPlayerId and WhitePlayerId properties, which makes sense based on the way we created our ChessMatches table. There is also a method on this class to create a GameState.MatchState object from the data in the SimpleMatchInfo.

Let’s say we just created a new match with our NewMatchAsync method. This method provides us with the MatchId value, so we will load the match with that ID. As you might have expected, this is what the LoadMatchAsync method in ChessNetworkManager.cs is for. Just like we did in FindPlayerByIdAsync, we use DynamoDBContext.LoadAsync to get the item from our table and make a SimpleMatchInfo out of it. SaveOnlineMatchAsync should also look very familiar to PubliclyRegisterIdentityAsync because DynamoDBContext.SaveAsync is used in the same way.

All that’s left is to use our GetOnlineMatchesAsync method to find all matches in which either BlackPlayerId or WhitePlayerId match the user’s ID. We make two DynamoDBContext.QueryAsync calls: one for black player ID and one for white player ID. For each, we specify which Global Secondary Index we are querying by providing a DynamoDBOperationConfig like this:

new DynamoDBOperationConfig()
    IndexName = WhitePlayerDynamoDBIndexKey

For each of the two AsyncSearch objects, we get all of the matches. We can now provide the user with the current state of all the matches he is playing, and allow the game to individually reload any match or update any match with a new move!

From the user’s perspective, he/she selects a friend to create a new game in the NewGameMenu scene, and goes to the Board scene, which tells the user it is loading. While it waits for the Lambda function to create the match, the match with that ID is loaded from DynamoDB. The user then has a fresh game board. If it is his/her turn, the user makes a move, which saves the match to the DynamoDB table. The user’s opponent can refresh the board to load the updated match state. It might be nice if we were able to notify a user when it is his/her turn…

Notify Users When It Is Their Turn

You guessed it! This section is about telling a user that his/her friend has made a move and it’s now his/her turn to prove he/she is a real chess master. We are going to use these tools to do this: AWS Lambda, a new Amazon DynamoDB table, Amazon DynamoDB streams, and Amazon Simple Notification Service. The plan is as follows:

  1. Create a Google project with Google Cloud Messaging (GCM) access and an iOS app with Apple Push Notification Service (APNS) access.
  2. Create an Amazon Simple Notification Service (SNS) application that targets our GCM and APNS applications.
  3. Use the AWS Mobile SDK for Unity to create a SNS endpoint ARN for the user’s device with those applications.
  4. Create a DynamoDB table that maps from user identity to the SNS endpoint ARNs for that user’s devices.
  5. Create a Lambda function that responds to changes in our ChessMatches tables, determines which player to notify, and sends a notification through SNS, based on the endpoint ARNs in the DynamoDB table.

Creating SNS Applications

We will refer you to some existing documentation for steps 1 and 2. For GCM, follow the first two steps here. For APNS, follow the first three steps here. (You don’t need to create a GCM or APNS application if you do not intend to develop for Android or iOS.) Register each with SNS by following the steps here. Finally, you should have the Android platform application ARN and iOS platform application ARN from SNS, as well as the Google console project ID from the Google Developers console (assuming you are developing for both platforms). Provide these values in ChessNetworkManager.cs:

// Needed only when building for Android
private const string AndroidPlatformApplicationArn = "arn:aws:sns:us-east-1:654321123456:app/GCM/ChessGame";
private const string GoogleConsoleProjectId = "1234567891011";

// Needed only when building for iOS
private const string IOSPlatformApplicationArn = "arn:aws:sns:us-east-1:654321123456:app/APNS_SANDBOX/ChessGame";

Registering a Device with SNS

Check out the RegisterDeviceAsync code in ChessNetworkManager.cs to see how we use the SNSClient, the iOS notification services, and GCM utilities to register a device. We receive the SNSEndpointARN and keep a reference to it in ChessNetworkManager so we can write its value to a DynamoDB table next time PubliclyRegisterIdentityAsync is called.

Keeping Track of a User’s SNS Endpoints

We need a DynamoDB table that can hold zero-to-many SNS endpoint ARNs for a given user identity. Create a table named SNSEndpointLookup with a Primary Key Type of Hash and Range Key where the Hash Attribute Name is PlayerId and the Range Attribute Name is SNSEndpointARN. This allows us to put multiple items with the same player ID to the table as long as they have different SNS endpoint ARNs. We use the AWS SDK for Unity to save these items to DynamoDB the same way we did with GameState.PlayerInfo and SimpleMatchInfo objects, but now with SNSEndpointLookupEntry objects, which are defined in ChessNetworkManager.cs. The code for this update is in the PubliclyRegisterIdentityAsync method. Note that it is only executed if the update to the user’s PlayerInfo succeeds.

Detecting When to Notify the User

We want to notify the user when it’s his/her turn in a match.

DynamoDB and Lambda work together when this is the case. DynamoDB offers a functionality called DynamoDB Streams and Lambda has the ability to react to DynamoDB stream events, so we are able to set up a Lambda function that performs an action whenever an INPUT or MODIFY operation occurs in the ChessMatches table.

Go back to the Lambda console to create a new function. It will be different from our other Lambda function in the following ways:

  • Name the function NewMoveNotifier.
  • Use the code in LambdaFunctions/NewMoveNotifier.js. You may have to change the values for SNS_REGION and DDB_REGION if you are not using us-east-1 for SNS or DynamoDB.
  • Create a new role.

    • This time, we are going to make a custom role to allow us to use the SNS and DynamoDB resources we need access to. Start by creating "DynamoDB event stream."
    • Next, in the IAM console, select the role you created, choose Edit Policy, and then modify the policy to look like this:

        "Version": "2012-10-17",
        "Statement": [
            "Effect": "Allow",
            "Action": [
            "Resource": [
            "Effect": "Allow",
            "Action": [
            "Resource": "*"
  • After the Lambda function is created, go to its Event Sources tab and choose Add event source. For the event source type, use DynamoDB. For the DynamoDB table, use ChessMatches. For Enable event source, make sure enable now is selected.

Skim through the Node.js code, or at least read its comments, to get an idea of how the DynamoDB event stream is processed and how an SNS message is published from it.

Measuring Usage

There is one last thing to add, and it won’t take much work at all: Amazon Mobile Analytics. With Amazon Mobile Analytics, we are able to record and view how our users are using the application. In ChessNetworkManager.cs, you can see OnApplicationFocus, which is a method called by Unity on game components when the application gains or loses focus. All we have to do is call AnalyticsManager.ResumeSession() or AnalyticsManager.PauseSession() for these events to be recorded in Mobile Analytics. When we create the AnalyticsManager (when ChessNetworkManager awakes) the start of the session is automatically created. For this reason, we do not call ResumeSession the first time the application gains focus, because it doesn’t make sense to resume a session that has started and not yet been paused. With the AnalyticsManager, you also have the option to send custom events, not just pause and resume.

Now that we have the code in place, all that’s left to do is add an app in the Mobile Analytics console. Give the app any name you want. After it’s created, add the app ID (which you can find here) to ChessNetworkManager.cs like this:

private const string MobileAnaylticsAppId = "1234567890abcdefgh1234567890abcd";

Build and Run

Open the project in Unity, go to Build Settings, and drag in all of the scenes in ChessGame/Assets/ChessGameScenes into Scenes In Build. Make sure the PersistentObjectInit is first in the Scenes In Build order.

Now you can build and run for iOS or Android, or run the game in the Unity editor. If you run it in the Unity editor, make sure you have the PersistentObjectInit scene open when you press play.

That’s It?

That’s it (for the scope of this sample)! We now have a game with a ton of networking functionality that takes advantage of Cognito Identity and Cognito Sync, Lambda, DynamoDB, SNS, and Mobile Analytics.

What’s Next?

There is still some work to do to get your game ready for release and infinite possibilities for adding more cool features.

Our game is set up to do all of the checking for legal chess moves client-side. This opens up a lot of opportunities for users to cheat. Consider how we could use some of the tools we’ve talked about to keep users from cheating, and take a look here.

Also, in this sample, we make users manually copy and paste their friends’ IDs to add them. When making your own game, consider integrating the Facebook SDK or other social network tools to make finding and adding friends easy on the user. Or, you could use AWS to design a way for users to create unique user names.

Leaderboards? Tournaments? Watching other players’ matches? Trophies and badges? Get creative and use Cognito, Lambda, DynamoDB, SNS, Mobile Analytics, and other AWS services to solve interesting problems and create awesome games!