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Multiplayer Services SDK

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Multiplayer Services SDK

Multiplayer
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Multiplayer Services SDK
  • Overview
  • Get started
  • Use multiplayer sessions
  • Manage sessions
    • Lobby events
    • Rate limits
    • Information management in sessions
      • Session data and player data
      • Update session data
      • Update player data
      • Manage properties as a host
      • Manage properties as a client
    • Synchronize player names in a session
    • Access control
    • Session error messages
  • Connect players through a relay
  • Networking
  • Matchmaking
  • Monitor and debug sessions
  • Tutorials
  • Reference
  1. Multiplayer Services SDK

Update player data

Modify player-scoped custom data within a session to track individual player states and preferences.
Read time 1 minute
Last updated 3 months ago

Players can update their own data in a session. The session host and other players can read this data depending on the data visibility option. Refer to Lobby data and player data for more information in available data types.
The following code sample shows how to update player data:
C#
using Unity.Services.Multiplayer;using System.Collections.Generic;using UnityEngine;// ...try{ // Assume 'session' is an active ISession instance the player has joined. // 1. Define the custom player data // Visibility options include Public, Member, and Private. var properties = new Dictionary<string, PlayerProperty> { { "existing data key", new PlayerProperty( visibility: VisibilityOptions.Private, value: "updated data value") }, { "new data key", new PlayerProperty( visibility: VisibilityOptions.Public, value: "new data value") } }; // 2. Assign the properties to the current player // This automatically associates the data with your authenticated player ID. session.CurrentPlayer.SetProperties(properties); // 3. Commit the changes to the backend await session.SaveCurrentPlayerDataAsync(); //...}catch (SessionException e){ // Multiplayer Services uses SessionException for API errors. Debug.Log(e);}

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