Unity Cloud Services APIs
This package provides low-level access to Unity Cloud Services APIs. This includes Game, Server, Trusted, and Admin APIs.
See https://services.docs.unity.com/ for more information on all APIs.
API clients
The APIs are offered through four clients:
- Game Client: To perform game operations as a player.
- Server Client: To perform game operations from a server using a server token or service account exchange token.
- Trusted Client: To perform game operations as a trusted user using service account exchange token.
- Admin Client: To perform administration operations.
Use cases
You can use the following APIs for various use cases:
- Editor Tooling
- Game Server Logic
- Game Client Logic
Game API client
You can use the Game API client to build your own custom runtime solutions.
Availability
The Game APIs are always available.
Authorization
SignUpAnonymously
- This creates an account and returns a session token for future sign ins.
SignInWithSessionToken
- This uses a session token to authenticate.
SignInWithExternalToken
- This uses a token from an external identity provider to authenticate.
API list
List of available APIs:
- Analytics
- Cloud Code
- Cloud Save Data
- Cloud Save Files
- Economy Configuration
- Economy Currencies
- Economy Inventory
- Economy Purchases
- Friends Messaging
- Friends Notifications
- Friends Presence
- Friends Relationships
- Leaderboards
- Lobby
- Player Authentication
- Player Names
- Qos Discovery
- Relay Allocations
- Remote Config
Server API client
You can use the Server API client to perform game operations using an access token obtained with service account or obtained from a server.
Availability
The following preprocessor directives determine the availability of the Server API client:
UNITY_EDITOR
UNITY_SERVER
ENABLE_SERVER_APIS
CAUTION Never publish game clients with
ENABLE_SERVER_APIS
enabled. These are intended for dedicated server builds or tooling.
Authorization
SignInWithServiceAccount
- This exchanges service account credentials for an access token which will be used by the APIs.
SignInFromServer
- This leverages ProxyAPI to get an access token from a cloud server context.
API list
List of available APIs:
- Cloud Code
- Cloud Save Data
- Cloud Save Files
- Economy Configuration
- Economy Currencies
- Economy Inventory
- Economy Purchases
- Leaderboards
- Lobby
- Player Names
- Proxy
Trusted API client
You can use the Trusted API client to perform game operations using an access token obtained with service account.
Availability
The following preprocessor directives determine the availability of the Trusted API client:
UNITY_EDITOR
ENABLE_RUNTIME_TRUSTED_APIS
CAUTION Never publish game clients with
ENABLE_RUNTIME_TRUSTED_APIS
enabled. These are intended for dedicated server builds or tooling.
Authorization
SignInWithServiceAccount
- This exchanges service account credentials for an access token, which is used by the trusted APIs.
API list
List of available APIs:
- Cloud Code
- Cloud Save Data
- Cloud Save Files
- Economy Configuration
- Economy Currencies
- Economy Inventory
- Economy Purchases
- Leaderboards
- Lobby
- Multiplay Allocations
- Multiplay Fleets
- Player Authentication
- Player Names
Admin API client
You can use the Admin API client to build custom tooling in management context like in the Unity Editor.
Availability
The following preprocessor directives determine the availability of the Admin API client:
UNITY_EDITOR
ENABLE_RUNTIME_ADMIN_APIS
CAUTION Never publish game clients with
ENABLE_RUNTIME_ADMIN_APIS
enabled.
Authorization
Admin APIs use service account credentials to authorize operations.
SetServiceAccount(string apiKey, string apiSecret)
API list
List of available APIs:
- Cloud Code Modules
- Cloud Code Scripts
- Cloud Save Data
- Cloud Save Files
- Economy
- Environment
- Remote Config
- Remote Config Schemas
- Game Overrides
- Leaderboards
- Logs
- Player Authentication
- Player Policy
- Project Policy
- Player Authentication
- Player Policy
- Project Policy
- Scheduler
- Service Authentication
- Triggers
Service accounts and security
Make sure that you take any necessary precautions when using service accounts to avoid leaking service account information.
CAUTION Service account information should never appear in the published versions of your games.
Overrides
For more control, you can pass a Custom API Client implementation when creating the clients.
You can also create the provided API client implementation with a custom retry policy.
Operation handling
API operations can be handled in the following ways:
- Using Tasks
- Using Callbacks
- Using Co-routines
Tasks
Operations can be handled using async
and await
.
async Task SignUpAsync()
{
var client = ApiService.CreateGameClient();
var response = await client.SignUpAnonymously("project_id", "environment");
Debug.Log($"IsSuccessful: {response.IsSuccessful}");
};
Callbacks
Operations can be handled by registering callback methods.
void SignUp()
{
var client = ApiService.CreateGameClient();
var operation = client.SignUpAnonymously("project_id", "environment_name");
operation.Completed += (response) =>
{
Debug.Log($"IsSuccessful: {response.IsSuccessful}");
}
}
Coroutine
Operations can be handled in coroutines.
IEnumerator SignUp()
{
var client = ApiService.CreateGameClient();
var operation = client.SignUpAnonymously("project_id", "environment_name");
yield return operation.WaitForCompletion();
Debug.Log($"IsSuccessful: {operation.Response.IsSuccessful}");
}
Error handling
Operations do not throw exceptions when they fail. You can check the state of an operation's response with IsSuccessful()
.
public async Task AnonymousSignupAsync()
{
var response = await PlayerAuthentication.AnonymousSignup(ProjectId, new PlayerAuthAnonymousSignupRequestBody());
if (response.IsSuccessful)
{
// Success Logic
}
else
{
// Error Logic
}
}
You can trigger an exception in cases of error by using EnsureSuccessful()
.
public async Task AnonymousSignupAsync()
{
try
{
var response = await PlayerAuthentication.AnonymousSignup(ProjectId, new PlayerAuthAnonymousSignupRequestBody());
response.EnsureSuccessful();
// Success Logic
}
catch (ApiException exception)
{
// Error Logic
}
}
Usage examples
Game APIs
- Use game operations in editor context.
- Integration tests with multiple players.
- Extend beyond the base functionality or cloud SDKs.
Server APIs
- Update Player Cloud Save Data from a server.
- Update Player Economy Data from a server.
- Submit Player Leaderboard Scores from a server.
- Iterate on a local server before moving to Multiplay dedicated servers.
Trusted APIs
- Manage your players, and game Cloud Save data and files.
- Manage your players Economy inventories.
- Manage your players Leaderboard scores.
Admin APIs
- Player Management.
- Environment Management.
- Leaderboards Management.
- Access Policy Management.
- Configuration Replication across projects and environments.
Couch Coop
- Represent multiple players concurrently in the same app.
Customer Support
- Build a unity app for customer support offering a tailored and safe interface
Apple Privacy Manifest Guidance
When integrating Apple's privacy manifests with your Unity project, it's crucial to include only the manifests corresponding to the specific services of the APIs you are using. This ensures that your project maintains compliance with Apple's privacy requirements without inflating your project with unused manifests. The APIs package contains the privacy manifest of all the services from which it makes APIs available and it doesn't automatically add their privacy manifests into your project, so make sure to manually add them.
Step-By-Step Guidelines
The following steps provide guidance on how to include the Apple privacy manifests for your specific usage of this package:
- Identify the services in use (Runtime only).
- Review the APIs that your project is using from this package and which services they belongs to. For example, if you are using CloudCodeApi, it belongs to the Cloud Code package.
- Locate the corresponding privacy manifests.
- Each service has a corresponding privacy manifest. For example, if you are using APIs made available from Cloud Code and Remote Config services, you must focus on the privacy manifests specific to those packages.
All packages manifests are found inside the folder
Runtime\PrivacyManifests~
.
- Copy the relevant manifests into your assets folder.
- For each service you are using (through the APIs), locate its privacy manifest file and copy it into your Unity project's Assets folder. For example, if you are using APIs from Cloud Code and Remote Config services, you should copy both
CloudCode.xcprivacy
andRemoteConfig.xcprivacy
into yourAssets
folder. - Ensure that you do not include the privacy manifests for services that you are not using in your
Assets
folder. This keeps your project streamlined and avoids unnecessary declarations.