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Version: 2.0.0

spacetime.json Configuration File

The spacetime.json file defines project-level configuration for the SpacetimeDB CLI. It eliminates repetitive CLI flags and enables multi-target workflows such as publishing multiple databases or generating bindings for multiple languages from a single project.

Commands that read spacetime.json include spacetime publish, spacetime generate, and spacetime dev.

Config structure

The config is database-centric. The top-level object represents the root database, which is always required. The root database may have children that define additional database targets, each inheriting the root's settings by default.

{
  "database": "my-game",
  "module-path": "./server",
  "dev": { "run": "pnpm dev" },
  "generate": [
    { "language": "typescript", "out-dir": "./client/src/bindings" }
  ]
}

Fields reference

These fields can appear at any level (root or child):

FieldTypeInheritedDescription
databasestringNoDatabase name or identity (required)
module-pathstringYes*Path to module source directory
bin-pathstringYes*Path to precompiled WASM binary
js-pathstringYes*Path to bundled JavaScript file
serverstringYesServer nickname, domain, or URL
build-optionsstringYesOptions passed to the build command
break-clientsbooleanYesAllow breaking changes
num-replicasnumberYesNumber of database replicas
anonymousbooleanYesUse anonymous identity
organizationstringYesOrganization name or identity
generatearrayNoGenerate targets (see Generate configuration)
childrenarrayNoChild database entities (see Children and inheritance)
devobjectNoDev server configuration, root-level only (see spacetime dev configuration)

* module-path, bin-path, and js-path are mutually exclusive. If a child specifies any one of these, the other two are not inherited from the parent. See Source conflict rule.

Generate configuration

The generate key is an array of objects. Each object configures bindings generation for a specific language and output location.

FieldTypeDescription
languagestringTarget language: typescript, csharp, rust, unrealcpp (required)
out-dirstringOutput directory for generated files
namespacestringC# namespace (csharp only)
unreal-module-namestringUnreal module name (unrealcpp only)
uproject-dirstringUnreal project directory (unrealcpp only)
include-privatebooleanInclude private tables in generated code

Generate entries use the module-path (or bin-path/js-path) from their parent entity to determine which module to build and generate from.

When spacetime generate runs, it deduplicates by module path. If multiple databases share the same module and generate config (for example, via inheritance), bindings are generated once.

Example

{
  "database": "my-game",
  "module-path": "./server",
  "generate": [
    { "language": "typescript", "out-dir": "./web/src/bindings" },
    {
      "language": "csharp",
      "out-dir": "./unity/Assets/Bindings",
      "namespace": "MyGame.Bindings"
    }
  ]
}

Children and inheritance

The children array defines additional database targets. Each child inherits most fields from the root by default.

What children inherit

All fields listed in the Fields reference with "Yes" in the Inherited column are inherited. A child can override any inherited field by specifying it explicitly.

The following fields are never inherited:

  • database: each child must define its own.
  • generate: tied to a specific module and output location. Inheriting generate targets is redundant when the child shares the parent's module (deduplication already handles it) and dangerous when the child uses a different module (two modules would write bindings into the same output directory).
  • children: structural, not a database property.
  • dev: root-level only.

Source conflict rule

module-path, bin-path, and js-path are mutually exclusive module sources (mirroring the CLI's existing conflict group for --module-path, --bin-path, and --js-path). If a child specifies any one of these, the other two are not inherited from the parent. This prevents a child from accidentally inheriting a bin-path that points to a different module's precompiled binary.

Multi-database example

{
  "database": "world-highlands",
  "module-path": "./world-module",
  "server": "maincloud",
  "build-options": "--release",
  "generate": [
    { "language": "typescript", "out-dir": "./client/src/bindings" }
  ],
  "children": [
    { "database": "world-midlands" },
    { "database": "world-coastlands" }
  ]
}

All three databases (world-highlands, world-midlands, world-coastlands) share the same module, server, and build options via inheritance. Because all three databases use the same module and generate config, bindings are generated only once.

Different modules

A child can override module-path to use a different module:

{
  "database": "my-game-global",
  "module-path": "./global-module",
  "server": "maincloud",
  "generate": [
    { "language": "typescript", "out-dir": "./web/src/global-bindings" },
    { "language": "csharp", "out-dir": "./unity/Assets/GlobalBindings" }
  ],
  "children": [
    {
      "database": "my-game-world",
      "module-path": "./world-module",
      "generate": [
        { "language": "typescript", "out-dir": "./web/src/world-bindings" }
      ]
    }
  ]
}

The child overrides module-path and generate, while inheriting server from the root.

spacetime dev configuration

The dev key is a root-level-only setting that specifies the client development server command:

{
  "dev": { "run": "pnpm dev" }
}

The --run CLI flag overrides dev.run.

Behavior

When running spacetime dev:

  1. Build all modules defined in the config.
  2. Generate bindings for all databases.
  3. Publish all databases.
  4. Run the client dev server specified by dev.run.
  5. Watch for changes and repeat steps 1-4.

The --server flag overrides the server for all databases. The --skip-publish flag skips step 3, and --skip-generate skips step 2.

Config auto-generation

If no config file exists, spacetime dev generates a spacetime.json with the server and module path, and a spacetime.local.json with the database name. The command prompts for the database name (pre-filled with the directory name as the default).

Safety prompt

spacetime dev tracks which config file the publish targets were resolved from. If the database is defined in spacetime.json (which is checked into git and typically defines shared or production databases), the command prompts for confirmation before publishing. Databases defined in dev-specific or local config files (such as spacetime.dev.json or spacetime.local.json) do not trigger this prompt.

Database selection

When spacetime.json exists, the database name positional argument selects which databases to operate on. Glob patterns are supported.

# Operate on all databases
spacetime publish

# Operate on a specific database
spacetime publish world-highlands

# Operate on databases matching a pattern
spacetime publish "world-*"

When no database name is provided, all databases are selected. When a filter matches no databases, the CLI reports an error:

$ spacetime publish typo-name
Error: No database 'typo-name' found in spacetime.json.
Use --no-config to ignore the config file.

Flag overrides

All CLI flags besides the database selector act as overrides. They are classified as global, per-database, or per-generate-entry:

Global overrides

These apply to all selected databases:

  • --server: target server
  • --break-clients: allow breaking changes
  • --delete-data: clear database data
  • --yes / --force: skip confirmation prompts

Per-database overrides

These produce an error if multiple databases are selected:

  • --module-path: module source path
  • --bin-path: precompiled WASM path
  • --js-path: JS bundle path
  • --build-options: build flags
  • --num-replicas: replica count

Per-generate-entry overrides

These produce an error if the selected database has multiple generate entries:

  • --lang: target language
  • --out-dir: output directory
  • --namespace: C# namespace
  • --unreal-module-name: Unreal module name
  • --uproject-dir: Unreal project directory

--no-config

The --no-config flag causes the CLI to ignore spacetime.json entirely, behaving as if no config file exists. This is useful for one-off operations or scripting.

spacetime publish my-db --module-path ./module --no-config

--env and environments

Config files support environment and local overrides via a naming convention:

FilePurposeChecked in to git?
spacetime.jsonProject defaultsYes
spacetime.{env}.jsonEnvironment-specific configYes
spacetime.local.jsonUser-specific overridesNo
spacetime.{env}.local.jsonUser + environment-specific overridesNo

The env placeholder is set via the --env CLI flag (for example, --env dev). The spacetime dev command implicitly uses --env dev.

When --env is not specified, spacetime publish and spacetime generate load only the base config files (spacetime.json and spacetime.local.json).

Precedence

From highest to lowest priority:

  1. CLI flags (highest)
  2. spacetime.{env}.local.json
  3. spacetime.{env}.json
  4. spacetime.local.json
  5. spacetime.json
  6. Built-in defaults (lowest)

CLI flags only override config values when explicitly provided by the user. Default flag values do not override config file values.

Override behavior

Higher-priority files replace whole keys, not merge them. For example:

// spacetime.json (checked in, shared project defaults)
{
  "database": "my-game",
  "module-path": "./server",
  "server": "maincloud",
  "generate": [
    { "language": "typescript", "out-dir": "./client/src/bindings" },
    { "language": "csharp", "out-dir": "./unity/Assets/Bindings" }
  ]
}
// spacetime.dev.json (checked in, development environment)
{
  "server": "local",
  "database": "my-game-dev"
}

The result when running with --env dev (or via spacetime dev, which implies --env dev):

{
  "database": "my-game-dev",
  "module-path": "./server",
  "server": "local",
  "generate": [
    { "language": "typescript", "out-dir": "./client/src/bindings" },
    { "language": "csharp", "out-dir": "./unity/Assets/Bindings" }
  ]
}

The database and server fields come from spacetime.dev.json. The module-path and generate fields are inherited from the base spacetime.json.

A developer can further override with a local file:

// spacetime.dev.local.json (NOT checked in, personal overrides)
{
  "database": "my-game-dev-tyler"
}

This gives each developer their own database name for development without conflicts, while sharing the rest of the dev configuration.

Config file discovery

The CLI searches for spacetime.json starting from the current directory and walking up the directory tree until it finds one or reaches the filesystem root. All paths in the config are relative to the directory containing spacetime.json.

Editor support

The config file uses JSON5 syntax, which supports comments and trailing commas. The file uses a .json extension for broad editor compatibility.

Editors that enforce strict JSON on .json files will flag comments as errors. In VSCode, this can be resolved by adding to your settings:

{
  "files.associations": { "spacetime.json": "jsonc" }
}