docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Architecture

    General purpose

    • The Inventory Manager helps you create new objects and get access to their static data (basically the configuration of your game).
    • The Stat Manager gives you an easy way to manipulate the mutable data of those objects.
    • The Wallet Manager simplifies the management of your currencies
    • The Transaction Manager is a turn-key solution for both virtual and real money purchases, being a simple interface for a critical process for your game to be successful.

    Those systems talk to each other:

    • When the Inventory Managercreates an item instance, it asks the Stat Manager to initialize and maintain its mutable fields.
    • When the Transaction Manager processes a transaction (Virtual or IAP) it requires the Inventory Manager and the Wallet Manager to consume the costs and to generate the rewards.

    High Level Architecture

    Persistence and LiveOps

    We've introduced the Data Layer to synchronize and persist the Game Foundation data. It is an interface the Game Systems talk to in order to synchronize the mutations of their data with external components.

    These components can be as simple as a local persistence system:

    • Use the Persistence Data Layer for a file-based turn-key solution
    • Use the Memory Data Layer for a customizable solution.

    But the solution can be a lot more powerful if you decide to use a Data Layer implementation connected to some backend services. Cloud save, but also server authoritative transactions, A/B Testing and segmentation are then easy to use, as the Game Foundation Core API doesn't change if you decide to switch from local persistence to cloud persistence.

    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)