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
- 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 Host | Yes | Yes:
| Yes | No | Yes:
|
| Session Member | No | Yes:
| Yes | No | Yes:
|
| Non-member | No | Yes:
| No | No | Yes
|