LifeRaft OSTM

Connector compatibility

Choose the boundary that matches the client you already build.

Unity and Unreal are game-engine connectors. VRChat, Roblox, and Second Life are virtual-platform connectors. They share a secure integration direction, but their client formats, platform rules, and supported workflows remain distinct.

Supported studio connectors, formats, declared capabilities, and release stages
PlatformCanonical familyConnector formatDeclared capabilitiesRelease stageDetails
Unity Game engine C# package
  • Account link
  • Entitlements
  • Signed events
  • Support handoff
  • Analytics
Production View Unity add-on →
Unreal Engine Game engine Plugin / C++
  • Account link
  • Entitlements
  • Signed events
  • Support handoff
  • Analytics
Production View Unreal Engine add-on →
VRChat Virtual platform Udon / UdonSharp
  • Identity handoff
  • Entitlements
  • World events
  • Support handoff
  • Analytics
Production View VRChat add-on →
Roblox Virtual platform Lua scripts
  • Community links
  • Entitlement planning
  • Experience events
  • Support handoff
  • Analytics
Production View Roblox add-on →
Second Life Virtual platform LSL / HTTP API
  • Avatar linking
  • Object authorization
  • Signed registration
  • Recovery and blocks
  • Audit trail
Production View Second Life add-on →

Shared direction

What the connectors have in common

  • Explicit project or client registration
  • Signed request and event patterns where supported
  • Provider-owned identity, entitlement, support, and analytics records
  • Revocable configuration and an auditable server-side trail
  • Licensed implementation guidance kept outside public marketing pages

Platform-specific

What should never be flattened

  • SDK, scripting language, and deployment shape
  • Identity and account-link rules
  • Marketplace, currency, and commerce policies
  • Age, safety, moderation, and data-retention obligations
  • Rate limits, endpoint restrictions, and platform approval requirements

Before implementation

Review the architecture and secret boundary.

A connector should receive only the capabilities and references required by its project.