> For the complete documentation index, see [llms.txt](https://docs.bladedao.games/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.bladedao.games/zkunity-game-engine/zkunity-guide/architecture.md).

# Architecture

### The Architecture of ZKUnity

Here is the architecture of ZKUnity:

<figure><img src="/files/U8PLKNlQV0CPbmuRth3t" alt=""><figcaption></figcaption></figure>

### Components

As you can see in the above diagram, ZKUnity is composed of some components:

* Compiler
* zkServer
* Game engine SDKs

We supply integrated SDKs with Unity, Unreal, Bevy, React, and other game engine frameworks, therefore, game developers can use the tech stacks they feel familiar with.

Then, We use dedicated compilers to compile the core logic of the game code to zk code of ZKWasm, RiscZero, or other ZKVMs.

We use zkServer to encapsulate the zk bytecode part with the runtime part (e. g. C# runtime for a Unity game).

Here is the difference between the traditional way and the ZKUnity way:

<figure><img src="/files/fSGNMScBPVuK08PZ9jIV" alt=""><figcaption></figcaption></figure>
