Today we're launching an update to our reference documentation, which brings multiple improvements:
These docs are for people who want to explore the API's directly or does not use one of the already supported Game Engines. The documentation for our engine SDKs can be found here.
The new reference documentation is available for all our APIs:
Twitch drops support have landed in LootLocker!
You can read our announcement here.
🎉 Unity SDK v4.0.0 is released 🎉 New features include player name lookup, the ability of getting progressions from another player, and a convenience lookup method for twitch drops. This version of the SDK also contains a spring cleaning of previously deprecated methods and symbols. See the release notes below for more information.
The Game API have been updated so you can now list assets in the order that best suit your game using the /game/v1/assets/list
endpoint.
There are two new query parameters that can be sent.
order_by
which is the field you want to use for ordering your assets. Valid options are name
, created_at
, updated_at
, and id
.
order_direction
is the direction you want to order your assets. Valid options are ASC
and DESC
.
🎉 Unreal SDK v7.0.0 and Unreal Server SDK v5.0.0 are released bringing major capability improvements 🎉 Exciting updates! We've released a major capability upgrade to our Unreal SDKs adding Multi user support to the Game SDK and Token exchange & Impersonation support to the server SDK.
This version of the Game SDK sees a major and central feature update in giving the SDK support for multiple users 🎉👥. This enables a few advanced use cases such as:
This version of the Server SDK turbo charges your game servers. Together with the multi user support update in the Game SDK this is a major capability boost for the SDKs. Token Exchange lets you exchange an active game session token for a new one (keeping the old one active as well). Impersonation lets you get an active game session token for any player using their ulid. This means that you can now in a server context keep game api sessions for all active players and lets the server access the full power of the game api. Use this to for example:
While Game merging has been an integral part of LootLocker since it's inception, over time it's proven error prone and hard to use.
We've made the hard decision to deprecate the feature and hide it for all new games. If you have an existing game that uses the feature it will continue to work as before, until we can replace it with a better solution.
This also means new games only have 1 environment available.
So how will you be able to run a development and live version of your game?
The recommended approach is to create 2 games in LootLocker, one for development and one for live. While this solution is not perfect, our experience is that it works better than the game merging feature.
We know this is not ideal, but we believe it is the best solution for the time being. We are working on a better solution that will allow you to have multiple environments for your game, and we will keep you updated on our progress.
We have expanded the information shown in the Console for Player Inventories. The inventory is now ordered by the date the player received the asset instance, and a source
field has been added to indicate how the player received the asset instance.
The Server API has been updated to allow you to create players using the new /server/player
endpoint.
This is useful if you want to create players in your game server and then use the LootLocker API to manage their inventories, rewards, and other features.
You can now use the numeric Asset IDs as input when searching for assets in the LootLocker Console.