Cloud Save for Cloud Code tutorial

The Cloud Save SDK for Cloud Code allows you to read and write data for Player, to read and write Game Data and to query data (if you have configured indexes to make data queryable) from Cloud Code.

Refer to the Cloud Save SDK for Cloud Code documentation for a list of all available methods.

Accessing Cloud Save from Cloud Code

The following is an example of how you can write to Player Data from a Cloud Code script.

Javascript

const _ = require("lodash-4.17");
const {
  DataApi
} = require("@unity-services/cloud-save-1.5");

const NUMBER_OF_SIDES = 6;

module.exports = async ({ params, context, logger }) => {
  const {
	projectId,
	playerId
  } = context;

  const api = new DataApi(context);

  const roll = rollDice(NUMBER_OF_SIDES);

  if (roll > NUMBER_OF_SIDES) {
    // Log an error message with information about the exception
	logger.error("The roll is greater than the number of sides: " + roll);
    // Return an error back to the client
    throw Error("Unable to roll dice!");
  }

  // Return a JSON result to the client
  const result = {
	sides: NUMBER_OF_SIDES,
	roll: roll,
  };

  const setResult = await api.setItem(projectId, playerId, {
	key: "DIE_ROLL",
	value: result
  });
  logger.debug(JSON.stringify(setResult.data));

  return result;
};

// Function outside of the script wrapper
function rollDice(sides) {
  return _.random(1, sides);
}

Cross-Player Data

By passing another player’s ID to the Cloud Save SDK, you can read and write their Cloud Save data, allowing asynchronous multiplayer interactions. This would not be possible from within the client, where users are only permitted to access their own data.

The following example shows how to provide a commendation to another player within the same lobby. The sample code demonstrates accessing and modifying another player's data stored in Cloud Save. The otherPlayerId parameter identifies the other player.

Javascript

const { DataApi } = require('@unity-services/cloud-save-1.5');

module.exports = async ({ params, context, logger }) => {
  const { projectId } = context;
  const { otherPlayerId } = params;

  // Initialize the cloud save API client
  const cloudSaveAPI = new DataApi(context);

  // Access the save data for the specified player
  const otherPlayerSave = await cloudSaveAPI.getItems(
    projectId,
    otherPlayerId, // or any other player ID
    "likes" // Cloud Code key
  );

  // Assume that player's likes is 0 if the key doesn't exist
  const otherPlayerLikes = otherPlayerSave.data.results[0]?.value || 0;

  // Update the data for the specified player
  cloudSaveAPI.setItem(
    projectId,
    otherPlayerId, { key: "likes", value: otherPlayerLikes + 1 }
  )
};

Requests originating from your players should be considered untrusted input, so be careful when accepting another player’s ID as a parameter, as in the above example. If your game has restrictions on when or how players can interact with each other (for example, if your players can opt out of multiplayer), then you need to check for those prerequisites within the script.

Use cases and examples

Explore other use cases and examples for the Cloud Save SDK with Cloud Code scripts.

TopicDescription
Quest SystemServer authoritative / anti-cheat quest system.
Cloud Code Modules (C#)
Redeemable couponsOffer players in-game awards.
Cloud Code Script (JavaScript)
Server-time anti-cheatImplement an anti-cheat system.
Cloud Code Script (JavaScript)