What is PairKit
PairKit is a Unity SDK plus a hosted relay that turns any phone into a game controller for any Unity scene. The player visits a URL on their phone (typically by scanning a QR code shown on screen), and a controller UI — buttons, joystick, d-pad, drawing canvas, whatever the host configured — appears in their phone’s browser. Their input flows back to Unity in real time over a WebSocket.
There is no app to install on the phone. There is no SDK code on the phone side — just a browser and a URL. Unity is the only side you ship code to.
What PairKit gives you
- A drop-in Unity package with a single
MonoBehaviour(PhoneControllerManager) as the public surface. - Twelve widget types you can compose into controllers.
- Multi-screen Flows for richer gameplay (lobbies, voting rounds, drawer-and-guesser).
- A hosted relay at
relay.pairkit.dev, plus a LAN-mode transport for in-person events with no internet. - An engine-agnostic wire protocol — Unreal, Godot, and other engines can implement the same protocol later.
What PairKit is not
- It is not a multiplayer netcode library. Unity is the authoritative game state; PairKit only delivers controller input from phones to your scene.
- It is not a phone-to-phone messaging system. All traffic flows through the host’s Unity scene.
- It is not a low-latency competitive-shooter input layer. Network round-trip is fine for party games, prototypes, kiosks, and casual play; it is not tuned for sub-frame latency.
If those constraints fit, PairKit removes the hardest part of phone-as-controller: shipping mobile builds, App Store review, OS-version churn. Everyone has a browser.