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SDK 1.4
SDK 1.4
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  • Overview
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  • Getting started
    • Get the Unity SDK
    • Setup a project
      • 1. Scene setup
      • 2. Prefab setup
      • 3. Test your game locally
        • Local testing using builds
        • Local testing via Unity's Multiplayer Play Mode
        • Local testing via ParrelSync
      • 4. Test in the cloud
        • Deploy a Replication Server
        • Share builds
    • How to... ?
    • Video tutorials
    • Samples and tutorials
      • Package samples
      • Sample Connection UIs
      • 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
      • Campfire project
        • Game mechanics
        • Leveraging object pooling
        • Remote interactions: Chairs
        • Remote interactions: Trees
        • A unique object with complex state
        • Custom instantiation and destruction
        • Running a server-side NPC
        • Playing audio and particles
        • A simple text chat
      • Beginner's guide to networking
    • Troubleshooting
  • Manual
    • Unity Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceNode
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • PrefabSyncGroup
      • CoherenceInput
      • Order of execution
    • Networking state changes
      • Instantiate and Destroy Objects
      • Supported types
      • Messaging with Commands
      • Syncing child GameObjects
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
      • Custom Component Actions
      • Rigid Bodies
      • Interpolation
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Uniqueness
      • Example: A global counter
    • Parenting network entities
      • Direct children CoherenceSyncs
      • Deeply-nested CoherenceSyncs
      • Nesting Prefabs at Edit time
    • Asset management
      • Instantiating from CoherenceSyncConfig
      • Instantiate via
      • Load via
    • Scene management
    • Baking (code generation)
    • Replication Server
      • Rooms and Worlds
      • Replication Server API
    • Simulators (Servers)
      • Scripting: Client vs Simulator
      • Run local Simulators
      • World Simulators
      • Room Simulators
      • Simulator slugs
      • Multi-Room Simulators
      • Build and Deploy
      • Command-line arguments
    • Client Connections
    • Optimization
      • Areas of Interest
      • Level of Detail (LOD)
      • Profiling
      • Simulation Frequency
    • Project Settings
    • Advanced topics
      • Big worlds
        • World Origin Shifting
        • Load balancing
      • Competitive games
        • Simulation Frame
        • Determinism, Prediction and Rollback
      • Team workflows
        • Version Control integration
        • Continuous Integration
      • Schema explained
        • Specification
        • Field settings
        • Archetypes
      • Code stripping
      • Command-line interface tools
      • Single-player gameplay
    • Scripting API
  • Hosting
    • Choosing where to host
    • coherence Cloud
      • Online Dashboard
      • Manage Worlds
      • Configure Rooms
      • Lobbies
      • Game Services
        • Account
        • Cloud Storage
        • Key-Value Store (Legacy)
      • coherence Cloud APIs
        • Worlds API
        • Rooms API
        • Lobbies API
        • Game Services
          • Authentication Service (Player Accounts)
          • Cloud Storage
          • Key-Value Store (Legacy)
    • Peer-to-peer
      • Implementing Client hosting
  • Support
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    • Unreal Engine support
    • WebGL support
    • ECS / DOTS support
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    • Upgrade guide
      • Upgrade 1.3 🠚 1.4
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  • CloudService.GameServices.CloudStorage
  • Example
  • Limitations

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  1. Hosting
  2. coherence Cloud
  3. coherence Cloud APIs
  4. Game Services

Cloud Storage

The cloud storage provides a persistence layer for the project.

Last updated 4 months ago

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CloudService.GameServices.CloudStorage

The player needs need to be to use the cloud storage.

This class provides methods to save, load and delete storage objects in the cloud.

Example

using Coherence.Cloud;
using Coherence.Toolkit;
using System.Threading.Tasks;
using UnityEngine;

public class CloudStorageExample : MonoBehaviour
{
    public CoherenceBridge bridge;
    public StorageObjectId storageObjectId;

    async void Start()
    {
        var cloudStorage = bridge.CloudService.GameServices.CloudStorage;
        await SaveItemsAsync(cloudStorage, storageObjectId);
        await LoadItemsAsync(cloudStorage, storageObjectId);
    }

    private async Task SaveItemsAsync(CloudStorage cloudStorage, StorageObjectId objectId)
    {
        var itemsToSave = new StorageObjectMutation.Full(objectId)
        {
            ["Key 1"] = 1,
            ["Key 2"] = 2,
            ["Key 3"] = 3,
        };

        await cloudStorage.SaveAsync(itemsToSave);

        Debug.Log("Items saved.");
    }

    private async Task LoadItemsAsync(CloudStorage cloudStorage, StorageObjectId objectId)
    {
        var loadedItems = await cloudStorage.LoadAsync(objectId);

        foreach (var item in loadedItems)
        {
            Debug.Log($"Item loaded: '{item.Key}': {item.Value}");
        }
    }
}

Limitations

Requests: SaveAsync/LoadAsync/DeleteAsync can be called unlimited amount of times but the execution may be throttled.

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