---
title: Sharing game rules
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/sharing-game-rules
latest_url: https://docs.unity.com/en-us/cloud-code/3.0.0/cloudbehaviours/sharing-game-rules.md
last_updated: 2026-10-23
generated_at: 2026-11-04T12:25:23.875Z
locale: en-us
---

# Sharing game rules

> Let your client evaluate game rules without maintaining two copies of your logic.

> **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 keep the authoritative game rules on the server. A client still needs some of that rule information to give players feedback, such as disabling a move that isn't legal. Choose one of the following approaches, depending on how complex the rules are.

[Synchronized rule outcomes](/cloud-code/3.0.0/cloudbehaviours/sharing-game-rules/sync-metadata-approach.md): Attach descriptive flags to synchronized state so the client can react to the server's rulings without re-implementing the rules. This approach fits simple, discrete conditions.
[Shared rules library](/cloud-code/3.0.0/cloudbehaviours/sharing-game-rules/shared-rules-library.md): Share rule logic between your client and your CloudBehaviour by putting it in a shared assembly. This approach fits rules too complex for synchronized rule outcomes.


## Additional resources

* [Game organization in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/organize-your-game-into-behaviours.md)
* [Synchronized state in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/synchronized-state.md)
* [RPCs in CloudBehaviours](/cloud-code/3.0.0/cloudbehaviours/rpcs.md)
