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Multiplayer Services SDK

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Multiplayer Services SDK

Session data and player data

Learn how session and player data are structured and used in Unity Multiplayer Services
Read time 1 minuteLast updated a day ago

Sessions support two types of custom data:
  • Session-scoped data is associated with the entire session and can include fields that are indexed for querying.
  • Player-scoped data is associated with a specific player in a specific lobby. Each player in the lobby can have different set properties.

Limits

Session data
  • Maximum properties: 20
  • Non-indexed: 2 KB / each
  • Indexed: 128 B / each
  • Maximum number of indexed strings: 5
  • Maximum number of indexed numbers: 5
Player data
  • Maximum properties: 10/player
  • Maximum size: 2KB
  • Not indexable

Data access and visibility

There are three levels of access to data:

Public data

  • Data that is visible to anyone, including players who are not in the session.
  • Examples of public data include maps and profile icons.

Member data

  • Data that is only visible to players who have joined the session.

Private data

  • Data that is only visible to an individual player who is in the session.
  • Session data that is only visible to the host, player data that is only visible to the owning player and the host.

Data access table

Depending on a player's role in the session (host, member, or non-member), they have different access restrictions to data:

Role of Player

Write session data

Read session data

Write player data for their player

Write player data for other players

Read player data with the following visibility

Session HostYesYes:
  • Public
  • Member
  • Private
YesNoYes:
  • Public
  • Member
Session MemberNoYes:
  • Public
  • Member
YesNoYes:
  • Public
  • Member
Non-memberNoYes:
  • Public
NoNoYes
  • Public
Note
Only the host can modify session data. In addition, a player’s data can only be modified by the player themselves.