You can now equip multiple Asset Instances in a single Context. This is great if your game requires players to have for example 2 active abilities at the same time.
While there are API changes associated with this, you can use it without updating the SDK or changing your implementation. The only downside is that you will not be able to programatically see how many instances you can equip in a context.
A new feature has been added to the Web Console that allows you to change player names in the web interface. This is useful for moderation purposes or while testing your game.
To change a players name, head to the Players Page, select a player and click their name in the top of the page.
We've released a new Steam authentication endpoint with improvements to both flow and stability.
The improvements feature 2 changes:
If you're using the Unity or Unreal SDKs, you do not need to make any changes, if you're using VerifyPlayerAndStartSteamSession
to start sessions.
For people doing verification and session separately, the old endpoints will keep working, but we recommend switching to the new endpoint for better performance.
The new endpoint is available at POST /game/session/steam
.
LootLocker now has a Notifications system to help your game track and deliver important updates from features like Rewards, Triggers, Leaderboards, and Progressions. Notifications are queued and can be consumed by the game, ensuring players never miss a critical message.
Learn how to make use of Notifications with our documentation.
We have re-released the Triggers feature with a complete overhaul, now built with improved performance, stabiliity and integrated with the Rewards system. The updated Triggers support both limited and unlimited activations, enabling more flexible reward scenarios.
Check out our updated documentation to learn how to implement Triggers in your game.
LOOTLOCKER_DISABLE_EDITOR_EXTENSION
has been added so that it is possible to disable the LootLocker editor extension.InvokeTriggersByKey
method in place of the ExecuteTrigger
method. For a deeper understanding of using triggers in game, refer to our documentation.Today we launched a brand new cross-system feature, Metadata. Metadata allows you to store additional, custom information related to various LootLocker features, such as Progressions, Leaderboards, and Catalogs.
This data lets you add context or functionality to these features, going beyond the default settings. For example, you might use Metadata to store map details for a leaderboard or to attach an image to an item in your in-game store.
Check out our documentation to learn how to implement Metadata in your game.