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Triggers

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Triggers

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LiveOps
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Get started
  • Overview
  • Get started
  • Set up triggers example workflow
  • Authentication
Set up events
  • Understand and manage events
  • Schedule events
Define triggers
  • Define triggers
Configure actions
  • Use Cloud Code
    • Set up Cloud Code
    • Use Access Control
    • Cost
  • Use webhooks
Manage and monitor
  • Use the dead letter queue (DLQ)
  • Limits
  • Failure handling
Examples and reference
  • Use case samples
  1. Triggers

Use Cloud Code

Understand how you can use Cloud Code modules or scripts with the Triggers service.
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You can set up a trigger to run a Cloud Code script or module to execute your custom server-side logic.
Cloud Code lets you write and run server-side code without managing infrastructure. For more information, refer to Cloud Code.
Triggers enable you to run Cloud Code automatically in response to server events, without requiring client requests. For example, you can use this pattern for the following tasks:
  • Automate rewards: Give top players seasonal bonuses without a request from the client.
  • Send notifications: Wish players happy new year, congratulate level ups, or alert them of competitive updates.
  • Initialize data: Seed new players with default game configuration on sign-up.
  • Maintain server state: Sync player achievements across services, enforce game rules, or moderate content
  • Time-based events: Execute actions at specific moments using the Scheduler service
Set up Cloud Code
Set up Cloud Code scripts or modules to use with the Triggers service.
Use Access Control
Control access to Unity Gaming Services by creating rules to restrict service APIs.
Cost
Understand that Triggers currently do not incur additional costs beyond Cloud Code invocations.

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