Configurations #
The GDK provides a number of configuration parameters that you can use to customize the default user experience for the GDK systems.
Achievements #
Property | Subproperty | Description |
---|---|---|
auto_claim | Whether the achievement reward should be given automatically upon completion. | |
auto_claim_total | Whether the achievement total reward should be given automatically upon completing this and all sub-achievements. | |
auto_reset | Whether the achievement should reset after completion. | |
name | The display friendly name of this achievement. | |
category | The category name for this achievement. | |
description | The description for this achievement. | |
count | The initial count towards progress for this achievement. | |
max_count | The number of times this achievement can be progressed before it can be claimed. | |
duration_sec | How long (in seconds) this achievement is available for progression after creation. Used for limited time achievements. | |
reset_cronexpr | The reset interval in CRON format. | |
precondition_ids | An array of achievement ids the user must have completed to qualify for starting this achievement. | |
prefab_names | A list of hints (e.g. icon names) for the client. | |
resource_id | A string hint (e.g. addressable id) for the client. | |
reward | An object that defines what rewards a player should receive once they complete this achievement. | |
collectibles | An array of collectibles the user should receive as a reward. | |
consumables | An string:int dictionary of consumables and quantities the user should receive as a reward. | |
currencies | An string:int dictionary of currencies and quantities the user should receive as a reward. | |
sub_achievements | An object with the same Schema as the root achievements object, used to define nested achievements. | |
total_reward | An object that defines what rewards a player should receive once they have completed this achievement and all sub achievements. | |
collectibles | An array of collectibles the user should receive as a reward. | |
consumables | A string:int dictionary of consumables and quantities the user should receive as a reward. | |
currencies | A string:int dictionary of currencies and quantities the user should receive as a reward. |
Economy #
User initialization #
Property | Description |
---|---|
currencies | A string:int dictionary of currencies and quantities the user should start with. |
consumables | A string:int dictionary of consumables and quantities the user should start with. |
collectable_ids | An array of collectables the user should start with. |
Collectables #
Property | Description |
---|---|
name | The name for this collectable. |
description | The description for this collectable. |
category | The category for this collectable. |
removable | A bool indicating whether or not this collectable can be removed from the user’s collection. |
resource_id | A string hint for the client (e.g. addressable id). |
Consumables #
Property | Description |
---|---|
name | The name for this consumable. |
description | The description for this consumable. |
category | The category for this consumable. |
max_count | The maximum amount of this consumable a user can own. |
resource_id | A string hint for the client (e.g. addressable id). |
Donations #
Property | Subproperty | Description |
---|---|---|
name | The name for this donation. | |
description | The description for this donation. | |
count | The initial count to start this donation with. | |
max_count | The maximum amount of donations required for this to be completed. | |
user_contribution_max_count | The maximum amount of times each user can donate towards this donation. | |
duration_sec | How long (in seconds) this donation is active. | |
reward | An object that defines what rewards a player should receive once the donation is fulfilled. | |
currencies | A string:int dictionary of currencies and quantities the user should receive as a reward. | |
consumables | A string:int dictionary of consumables and quantities the user should receive as a reward. | |
collectables | An array of collectables the user should receive as a reward. | |
sender_reward | An object that defines what rewards the sender should receive once the donation is fulfilled. | |
currencies | A string:int dictionary of currencies and quantities the sender should receive as a reward. | |
consumables | A string:int dictionary of consumables and quantities the sender should receive as a reward. | |
collectables | An array of collectables the sender should receive as a reward. | |
resource_id | A string hint for the client (e.g. addressable id). |
Placements #
Property | Subproperty | Description |
---|---|---|
resource_id | A string hint for the client (e.g. addressable id). | |
reward | An object that defines what rewards a player should receive once they purchase this item. | |
currencies | A string:int dictionary of currencies and quantities the user should receive as a reward. | |
consumables | A string:int dictionary of consumables and quantities the user should receive as a reward. | |
energies | A string:int dictionary of energies and quantities the user should receive as a reward. | |
collectables | An array of collectables the user should receive as a reward. |
Store items #
Property | Subproperty | Description |
---|---|---|
name | The name for this store item. | |
description | The description for this store item. | |
category | The category for this store item. | |
cost | The cost for this store item, either in soft currency using the currencies subproperty or via IAP using the sku subproperty. | |
currencies | A string:int dictionary of currencies and quantities the user must pay to purchase this item. | |
sku | The SKU code of the in-app purchase the user must complete to obtain this item. | |
reward | An object that defines what rewards a player should receive once they purchase this item. | |
currencies | A string:int dictionary of currencies and quantities the user should receive as a reward. | |
consumables | A string:int dictionary of consumables and quantities the user should receive as a reward. | |
collectables | An array of collectables the user should receive as a reward. | |
resource_id | A string hint for the client (e.g. addressable id). |
Energy #
Property | Subproperty | Description |
---|---|---|
start_count | The initial amount of this energy a user should start with. | |
max_count | The maximum amount of this energy a user can possess at any time. | |
refill_count | The amount of this energy refilled after each interval (defined in refill_time_sec ). | |
refill_time_sec | The time in seconds it takes for this energy to refill by refill_count amount. | |
implicit | If true the user starts with this energy, if false they must be granted this energy. | |
reward | An object that defines what rewards a player should receive once they complete this achievement. | |
collectables | An array of collectables the user should receive as a reward. | |
consumables | An string:int dictionary of consumables and quantities the user should receive as a reward. | |
currencies | An string:int dictionary of currencies and quantities the user should receive as a reward. |
Leaderboards #
Property | Subproperty | Description |
---|---|---|
name | The name of this leaderboard. | |
description | The description of this leaderboard. | |
operator | The leaderboard operation (e.g. set , best , incr , or decr ). | |
sort | The leaderboard sort type (e.g. asc or desc ). | |
start_time | The start time (as a UNIX timestamp) of this leaderboard. | |
end_time | The end time (as a UNIX timestamp) of this leaderboard. | |
reset | The reset schedule of this leaderboard expressed as a CRON expression. | |
score_target | An optional score target a user must reach for the leaderboard event to be considered won. | |
max_reroll_count | The maximum amount of times a user can reroll their score. | |
bucket_size | The size of the bucket of users when using bucketed leaderboards. | |
resource_id | A string hint for the client (e.g. addressable field). | |
cost | An object that defines the entry cost for this leaderboard. | |
currencies | A string:int dictionary of currencies and quantities the user should receive as a reward. | |
reward_ranges | An array of objects that define the various rewards available to players based on their final rank in the leaderboard. | |
rank_start | The first rank included in the reward range. | |
rank_end | The last rank included in the reward range. | |
reward | An object that defines what rewards the players will receive. See schema below for properties. | |
reward_ranges_team | An array of objects that define the various rewards available to players who participate in a team based on the team’s final rank in the leaderboard. | |
rank_start | The first rank included in the reward range. | |
rank_end | The last rank included in the reward range. | |
reward | An object that defines what rewards the players will receive. See schema below for properties. |
Unlockables #
Slots #
Property | Subproperty | Description |
---|---|---|
max_active_slots | The maximum number of slots a player can have active at any time. | |
active_slots | The number of active slots, if any, each player starts with. | |
slots | The total number of slots, active and inactive, a player can have. | |
slot_cost | The cost to purchase additional active slots. | |
currencies | A string:int dictionary of the currencies and amounts required to purchase additional slots. |
Unlockable #
Property | Subproperty | Description |
---|---|---|
probability | An int value indicating the likelihood this unlockable item is the one received by the player. | |
name | The name of this unlockable. | |
category | The category, if any, of this unlockable. | |
description | The description of this unlockable. | |
start_cost | The cost to begin unlocking this unlockable. | |
currencies | A string:int dictionary of the currencies and amounts required as the start cost. | |
wait_time_sec | The total time (in seconds) a player must wait before this item in unlocked. | |
cost | The cost to advance the wait time by one unit of time, defined in cost_unit_time_sec . | |
currencies | A string:int dictionary of the currencies and amounts required. | |
cost_unit_time_sec | The amount of time to be advanced on wait_time_sec for each cost purchase. | |
rewards | An object that defines what rewards the player should receive after unlocking this unlockable. | |
probability | An int value indicating the likelihood this reward is received by the player after unlocking this unlockable. | |
currencies | A string:int dictionary of currencies and quantities the player should receive as a reward. | |
consumables | A string:int dictionary of consumables and quantities the player should receive as a reward. | |
collectables | An array of collectables the player should receive as a reward. | |
resource_id | A string hint for the client (e.g. addressable id). |