---
title: Cloud Code 3.1.0 experimental features
product: Cloud Code
version: 3.0.0
latest_version: 3.0.0
status: This page documents version 3.0.0. The latest version is 3.0.0.
canonical: https://docs.unity.com/en-us/cloud-code/3.0.0/cloudbehaviours
latest_url: https://docs.unity.com/en-us/cloud-code/3.0.0/cloudbehaviours.md
last_updated: 2026-11-02
generated_at: 2026-11-04T09:11:26.346Z
locale: en-us
---

# Cloud Code 3.1.0 experimental features

> Write server-authoritative game logic as C# classes, and let the Unity Editor generate the module and client bindings that your game calls.

> **Important:**
>
> This page describes an experimental feature that might change significantly before release. It's not recommended to use or rely on experimental features in production environments due to potential instability.

CloudBehaviours are part of the experimental Cloud Code package (`com.unity.services.cloudcode`) version `3.1.0-exp.1`, which requires Unity 6.7 or later.

CloudBehaviours let you write server-authoritative game logic the same way you write a `MonoBehaviour` script. You write a C# class that derives from `CloudBehaviour`. The Unity Editor generates the deployable Cloud Code module and the client bindings for you, including remote procedure calls (RPCs), synchronized state, and push channels.

> **Note:**
>
> CloudBehaviours give you access to [Stateful Cloud Code](/cloud-code/3.0.0/modules/stateful-cloud-code/state-scopes.md). Stateful Cloud Code's scope, persistence, and serialization rules apply to every CloudBehaviour.

[Get started with CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/get-started.md): Create a CloudBehaviour script, connect your game to it, and call it.
[Turn-based game workflow](/cloud-code/3.0.0/cloudbehaviours/turn-based-game-workflow.md): Follow this workflow to create a turn-based multiplayer game with CloudBehaviours.
[Game organization in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/organize-your-game-into-behaviours.md): Decide when part of your game needs its own CloudBehaviour.
[Player and match persistence in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/persist-player-and-match-progress.md): Understand what Cloud Code persists for a CloudBehaviour between invocations, and how to control it.
[Multiplayer game security in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/secure-multiplayer-game-logic.md): Understand why every public method is a client-callable endpoint, and how to restrict access to it.
[Sharing game rules](/cloud-code/3.0.0/cloudbehaviours/sharing-game-rules.md): Let your client evaluate game rules without maintaining two copies of your logic.
[Client bindings in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/client-bindings.md): Understand the generated component that connects your game to a CloudBehaviour.
[RPCs in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/rpcs.md): Declare an RPC, call it from your game, and inject services into it.
[Synchronized state in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/synchronized-state.md): Declare synchronized state, read it in your game, and control when Cloud Code pushes updates.
[Access control in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/access-control.md): Understand the access levels that control which callers can invoke a CloudBehaviour endpoint.
[Cross-behaviour calls in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/calling-another-behaviour.md): Call an endpoint on another CloudBehaviour from inside your own, in another scope instance or another module.


## Additional resources

* [State scopes in Stateful Cloud Code](/cloud-code/3.0.0/modules/stateful-cloud-code/state-scopes.md)
* [State serialization in Cloud Code](/cloud-code/3.0.0/modules/stateful-cloud-code/state-serialization.md)
* [Local Cloud Code server](/cloud-code/3.0.0/modules/how-to-guides/local-cloud-code-server.md)
