LogoLogo
⚠️ Outdated documentationGo to LatestHomeAPI
SDK 0.10
SDK 0.10
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Rooms and Worlds
    • Features and Roadmap
    • Release Notes
    • Known Issues and Troubleshooting
  • Learning coherence
    • First Steps tutorial
      • 1. Basic syncing
        • 1.2. Animation parameters
        • 1.3. Sending commands
      • 2. Physics / Authority transfer
      • 3. Areas of interest
      • 4. Parenting entities
      • 5. Complex hierarchies
      • 6. Persistence
    • How to network...
      • Racing
      • Turn-based
      • First-Person Shooter
      • MMO
      • Fighting
  • Get started
    • Installation
    • Scene Setup
      • Sample UI
    • Prefab Setup: CoherenceSync
    • Local Development
      • Tips and Recommendations
    • coherence Cloud
      • Create a Free Account
      • Deploy a Replication Server
      • Share Builds
  • coherence SDK for Unity
    • Components
      • CoherenceSync
      • CoherenceMonoBridge
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • Order of execution
    • Networking State Changes
      • Messaging with Commands
      • Hierarchies & Child Objects
        • Child GameObjects
        • Child CoherenceSyncs
        • Deep Child CoherenceSyncs
      • Animations
      • CoherenceSync References
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Supported Types
      • Player Name (Sample UI)
    • Baking (Code Generation)
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Example – a global counter
    • Optimization
      • Simulation Frequency
      • Areas of Interest
      • Level of Detail (LOD)
    • Interpolation
    • Settings
    • Simulation Frame
    • Replication Server
    • Simulators
      • Scripting: Client vs Simulator
      • Local Development
      • World Simulators
      • Room Simulators
      • Simulator Slugs
      • Multi-Room Simulators
      • Build and Publish
      • Command-line arguments
      • Load Balancing
      • Network Connectivity
    • Client Connections
    • Rollback Networking Support
    • Floating Origin
    • CLI
  • coherence API
    • Worlds
    • Rooms
    • PlayResolver
    • DescriptorProvider
  • Developer Portal
    • Overview
    • Dashboard
    • Worlds
    • Rooms
    • Game Services
      • Account
      • Key-Value Store
      • API
        • Game account
        • Key-value store
  • Schema explained
    • Overview
    • Specification
    • Field settings
    • Archetypes
  • Additional resources
    • Community
    • SDK Upgrade Guide
    • Video Tutorials
    • Quick Samples
    • Continuous Integration
    • Unreal Engine Support
    • WebGL Support
    • Peer-to-Peer Support (P2P)
    • Pricing
    • SLA
    • Glossary
Powered by GitBook
On this page
  • Motivation
  • Description
  • Limitations
  • Using key-value store

Was this helpful?

Export as PDF
  1. Developer Portal
  2. Game Services

Key-Value Store

Motivation

coherence provides an API and a database for storing key-value pairs from within game sessions.

Description

The key-value store provides a simple way to store and retrieve data for the currently logged in player. For example, you could store the player's score, email address, or any other data.

This feature requires a game account.

Limitations

The keys must be alphanumerical strings, underscore or dash. Currently, only strings are accepted as values. If you need to store numbers or complex types like arrays, you have to convert them to strings.

The total amount of stored data (keys + values) cannot exceed 256 KB per player (TBD).

There is no limit how often the data is stored or retrieved.

Using key-value store

Please refer to the Cloud API: Key-value store.

Last updated 2 years ago

Was this helpful?