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Supported UGS events

Learn about the events emitted by Unity Gaming Services that you can use to trigger Cloud Code scripts or modules.
Read time 6 minutesLast updated 18 hours ago

Unity Gaming Services emit events that can provide you with information about player activity and game state. Use these events to trigger Cloud Code scripts or modules by creating a trigger configuration with the corresponding event type. Refer to Trigger structure to check how an event is matched to the trigger configuration. Refer to the table below for a list of events emitted by Unity Gaming Services:

Service

Event name

Emitted when

AuthenticationSigned upA player signs up to the Authentication service. A created player is also signed in, emitting a Signed in event.
AuthenticationSigned inA player signs into the Authentication service or refreshes their token.
LeaderboardsResetA leaderboard resets.
LeaderboardsScore submittedA player submits a score to a leaderboard.
Cloud SaveKey savedA Cloud Save key saves for a player or an entity.
ModerationPlayer actionA player action is moderated.

Authentication

The Authentication service provides events that can help you drive engagement for new players, provide sign-in bonuses, and reward returning players. If you are authenticating players from Unity Runtime, the events are fired before the player authentication flow is completed.

Signed up

The signed up event is emitted when a player is created in the Authentication service. A created player is also signed in, emitting a Signed in event. Event type:
com.unity.services.player-auth.signed-up.v1
Refer to the table below for the event payload:

Field

Description

Type

playerId
An alphanumeric string used to identify returning and new players on different devices and external providers.string
providerId
The provider that was used to sign in.string
createdAt
A timestamp of when the player account was created in the RFC3339 format.string
Obtain the full player information by calling the Get Player endpoint with the
playerId
in the event.
Refer to Use case sample: Initialize newly signed-up players with default configuration values for an example of how to use this event.

Signed in

The signed in event is emitted when a player signs into the Authentication service, or refreshes their token. Event type:
com.unity.services.player-auth.signed-in.v1
Refer to the table below for the event payload:

Field

Description

Type

playerId
An alphanumeric string used to identify returning and new players on different devices and external providers.string
providerId
The provider that was used to sign in.string
createdAt
A timestamp of when the player account was created in the RFC3339 format.string
lastLoginAt
A timestamp of when the player last logged in in the RFC3339 format.string
previousLoginAt
A timestamp of the previous date the player logged in in the RFC3339 format.string
Obtain the full player information by calling the Get Player endpoint with the
playerId
in the event.

Leaderboards

The Leaderboard service provides events that can help you drive engagement.

Reset

The reset event is emitted when a leaderboard is reset. Event type:
com.unity.services.leaderboards.reset.v1
Refer to the table below for the event payload:

Field

Description

Type

leaderboardId
The leaderboard ID.string
leaderboardVersionId
The leaderboard version ID.string
You could use this event to reward top players on a leaderboard, or promote and demote players to different tiers. Refer to Use case sample: Reward top players with in-game currency at the end of season for an example of how to use this event.

Score submitted

The Leaderboards service emits the score submitted event when a player submits a score to a leaderboard. Event type:
com.unity.services.leaderboards.score-submitted.v1
Refer to the table below for the event payload:

Field

Description

Type

leaderboardId
The leaderboard ID to which the score was submitted.string
updatedTime
The timestamp of the score submission in the RFC3339 format.string
playerId
The player ID.string
playerName
The player name.string
rank
The player's rank.int
score
The score as it is stored in the leaderboard, which may differ from the submitted value based on the leaderboard's update strategy.double
tier
The player's tier. Empty string for non-tiered leaderboards.string
bucketId
The bucket ID. Empty string for non-bucketed leaderboards.string
You can use this event to drive engagement. For example, you can notify players when they are outperformed on a leaderboard, or reward players for reaching a certain rank. Refer to Use case sample: Send a push message to the player whose score was beaten) for an example of how to use this event.

Cloud Save

The Cloud Save service provides an event that can help you drive engagement by notifying players when their item is updated.

Key saved

The key saved event is emitted when an item of a player or an entity in Cloud Save is saved. Event type:
com.unity.services.cloud-save.key-saved.v1
Refer to the table below for the event payload:

Field

Description

Type

id
The ID of the player or the entity associated with the event. Corresponds to the
idType
.
string
idType
The item set ID type,
custom
or
player
.
string
key
The key for the Cloud Save item.string
valueIncluded
Whether the value for the Cloud Save item is included in the event. Only values under 128b in size are returned.bool
value
The value for the Cloud Save item. Only values under 128b in size are returned.object
writeLock
The write lock for the Cloud Save item.string
accessClass
The access class of the item. This could be
default
,
public
,
private
or
protected
.
string
modifiedDate
The item modified date in the RFC3339 format.string
You could use this event to drive engagement by notifying players when their item updates.

Moderation

The Moderation service provides events that can help you manage player behavior. You can define custom actions in Cloud Code to execute when a player action is moderated through the Moderation service. For example, you can define a custom action in Cloud Code to ban a player from a specific game mode when the event is emitted.

Player action

The player action event is emitted when a player action is moderated. Event type:
com.unity.services.moderation.player-action-event.v1
.
Refer to the table below for the event payload:

Field

Description

Type

playerActionId
The UUID of the player action related to the event.string
incidentId
The UUID of the moderation incident where this player action was applied.string
eventType
The type of event associated with the action. The value will be
apply
if the player action is being applied, or
revoke
if it is being revoked.
string
actionName
The identifier of player action type that is being applied.string
actionDisplayName
The display name of player action type that is being applied.string
actionReason
The reason why a player action is being applied or revoked.string
actionComment
A comment provided by the moderator why the action is being applied or revoked.string
moderatorName
The moderator responsible for this player action.string
playerUasId
The uas ID of the affected player.string
playerName
The username of the affected player. If no player name can be retrieved, this value will be populated with the same value as the
playerUasId
.
string
oneTimeAction
Defines whether this player action is a one-time action.bool
createdAt
A timestamp of when the player action was created in the RFC3339 format.string
expiresAt
A timestamp of when the player action will expire in the RFC3339 format. Can be null if the player action is a permanent, or a one-time action.string or null
deactivatedAt
A timestamp of when the player action was revoked in the RFC3339 format. Can be null if the player action has not been revoked.string or null
externalIds
A map of the player's external IDs. The key is the provider ID and the value is the external ID.object