In this guide, you’ll learn how to use integrate Liveblocks into your React +
Zustand application. The @liveblocks/zustand
package provides a middleware to
turn selected parts of your Zustand store into a real‑time shared state between
clients. This approach makes it easy to convert an existing non-collaborative
application into one. It also enables you to keep your front-end architecture
without sprinkling Liveblocks code all over your code base.
If you’re not using a state-management library, we recommend reading our dedicated React guide below:
You can also follow our step-by-step tutorial to learn how to use Liveblocks.
First, create a new app with
create-react-app
:
To start a plain JavaScript project, you can omit the --template typescript
flag.
Then install the Liveblocks packages and Zustand:
You’ll need an API key in order to use Liveblocks.
Create a Liveblocks account to get
your API key. It should start with pk_
.
Then, create a client with createClient
and set your public key as shown
below.
Use the liveblocks
real‑time middleware with your store and pass the client
created previously as the configuration. This will add a new liveblocks
property to your store’s state, enabling you to interact with our Presence and
Storage APIs.
A room is the virtual space where people collaborate. To create a multiplayer experience, you’ll need to connect your users to a Liveblocks room.
Use liveblocks.enterRoom
to start syncing parts of your store to the
Liveblocks room and use liveblocks.leaveRoom
to stop the synchronization. With
React useEffect
, you can automatically enter and leave a Liveblocks room as
your component is mounting and unmounting.
If you want to list all the people connected to the room, you can use
liveblocks.others
to get an array of the other users in the room.
To create immersive multiplayer experiences, it’s helpful for each person in the room to share their real‑time state with other connected users. That real‑time state often corresponds to a cursor position or even the item a user has currently selected. We call this concept “Presence”.
For instance, to share the cursor’s position in real‑time with others, we’re
going to add a new presenceMapping
option to our liveblocks
middleware
configuration to specify which part of the state maps to the current user’s
presence. In this case, we’re updating the cursor
position in our store in the
onPointerMove
event listener in our React component.
Get people’s cursor positions with
liveblocks.others.map(user => user.presence.cursor)
.
As opposed to the “presence”, some collaborative features require that every user interacts with the same piece of state. For example, in Google Docs, it is the paragraphs, headings, images in the document. In Figma, it’s all the shapes that make your design. That’s what we call the room’s “storage”.
The room’s storage is a conflicts-free state that multiple users can edit at the same time. It is persisted to our backend even after everyone leaves the room. Liveblocks provides custom data structures inspired by CRDTs that can be nested to create the state that you want.
LiveObject
- Similar to JavaScript object. If multiple users update the
same property simultaneously, the last modification received by the Liveblocks
servers is the winner.LiveList
- An ordered collection of items synchronized across clients.
Even if multiple users add/remove/move elements simultaneously, LiveList will
solve the conflicts to ensure everyone sees the same collection of items.LiveMap
- Similar to a JavaScript Map. If multiple users update the same
property simultaneously, the last modification received by the Liveblocks
servers is the winner.When using our Zustand integration you don't need to interact directly with
these data structures. Our middleware synchronize your store with our data
structures based on the storageMapping
configuration.
Here is an example to explain how it works under the hood. Imagine you have the following store:
With this setup, the room's storage
root is:
If you update your store by calling setFirstName("Pierre")
, the middleware
will do root.set("firstName", "Pierre")
for you and update the store of all
the users currently connected to the room. The middleware compares the previous
state and the new state to detect changes and patch our data structures
accordingly.
The reverse process happens when receiving updates from other clients; the middleware patches your immutable state.
When entering a room with liveblocks.enterRoom
, the middleware fetches the
room's storage from our server and patches your store. If this is the first time
you're entering a room, the storage will be initialized with the current value
in your Zustand state, typically your initial state.
Implementing undo/redo when multiple users can edit the app state simultaneously is quite complex!
When only one user can edit the app state, undo/redo acts like a "time machine"; undo/redo replaces the current app state with an app state that was already be seen by the user.
When multiple users are involved, undo or redo can lead to an app state that no one has seen before. For example, let's imagine a design tool with two users editing the same circle.
{ radius: "10px", color: "yellow" }
color
to blue
=> { radius: "10px", color: "blue" }
radius
to 20px
=> { radius: "20px", color: "blue" }
{ radius: "20px", color: "yellow" }
A yellow circle with a radius of 20px in a completely new state. Undo/redo in a multiplayer app does not act like a "time machine"; it only undoes local operation.
The good news is that room.history.undo
and room.history.redo
takes
that complexity out of your hands so you can focus on the core features of your
app.
Access these two functions from your store like below so you can easily bind them to keyboard events (⌘+Z/⌘+⇧+Z on Mac and Ctrl+Z/Ctrl+Y on Windows) or undo and redo buttons in your application..
Some applications require skipping intermediate states from the undo/redo history. Let's consider a design tool; when a user drags a rectangle, the intermediate rectangle positions should not be part of the undo/redo history. But they should be shared with the rest of the room to create a great experience.
room.history.pause
and room.history.resume
lets you skip these
intermediate states. To go back to our design tool example, the sequence of
calls would look like that:
room.history.pause
to skip future operations from the historyroom.history.resume
At this point, if the user calls room.history.undo
, the rectangle will go back
to its initial position.