OmniDebugLink ships seven official SDKs for Unity, Android, Apple platforms, Flutter, React Native, Godot, and Web — all speaking the same protocol, all integrating with a single start(clientToken) call.
Whichever engine you ship, the on-device part of remote debugging is the same one line: OmniDebugLink.start("<clientToken>"). The SDK connects out to the relay, keeps the link alive with a heartbeat, and reconnects on its own when the network drops — no port forwarding, no agent process to babysit.
Because all seven SDKs expose the same set of capabilities, the workflow your AI coding tool learns on one platform transfers unchanged to the others: traverse the UI or scene tree, take a screenshot, tap a button. The only thing that differs per platform is how the package gets into your project.
| Platform | Integration | Guide |
|---|---|---|
| Unity | UPM package — add from a git URL in the Package Manager. | Unity SDK → |
| Android | Kotlin AAR via JitPack, with a Compose bridge included. | Android SDK → |
| iOS · macOS | One Swift Package covers both Apple platforms. | Apple SDK → |
| Flutter | Pure Dart package, zero native setup. | Flutter SDK → |
| React Native | TS protocol layer plus a Kotlin/Swift native bridge, autolinked. | React Native SDK → |
| Godot | GDScript addon for Godot ≥ 4.2, zero dependencies. | Godot SDK → |
| Web (JavaScript) | Pure ES module loaded from a CDN, shadow DOM supported. | Web SDK → |
Each guide page has the exact install snippet, requirements, and the built-in task list for that platform. Free during the public beta.