The plugin is provided as a unity package. You can import it via the Package Manager.
Clone or download the git project. If you downloaded the project as a zip, unzip it somewhere on your filesystem. Open "Window->Package Manager" Click the "+" button in the upper left and select "Add Package From Disk" Select the "package.json" file in the "CloudKit" folder of inside the unzipped directory Unity will now import the package into your project
The plugin comes with some examples that demonstrate some common uses for CloudKit. Add ExampleHub, and examples one through eight to you build scenes list to run them on device. The examples will not run in the editor.
To use, import the namespace "HovelHouse.CloudKit". No plugin initialization is needed and you do not need to add anything to your scenes. Just start using the classes as you would if this were an objective-c project. Class names and methods very closely match their Objective-C counterparts. See the provided examples for details.
Before you can run CloudKit on your devices, you will need to do (or have) the following:
After installation the plugin will create a BuildSettings asset in the folder "Assets/Plugins/HovelHouse/CloudKit/Resources" with default options. These settings are used by the pluging during a post process build step to add the appropriate CloudKit entitlements to the xCode project, or the MacOS app bundle. This step is fully configurable. You may toggle capabilities or add custom containers here. If you have your own post process build scripts, and this conflicts with that, you can disable the post-build step entirely by unchecking the "Enable Post Process Build" checkbox.
Prior to Unity 2019.3 there is no support for xcode projects when building for MacOS. Even if you are running 2019.3, xcode support is still in a very limited state. You are encouraged to read the MacOS Build Guide for instructions on how to setup code signing using the plugin's build scripts.