question

John Peterson avatar image
John Peterson asked

Virtual goods custom data per player instance.

Dear PlayFab community,

My team is evaluating PlayFab for our GPaaS, and some of the features we're eager to see supported natively are virtual goods and inventory management. PlayFab looks to have rich support in this area, but we can't quite determine how virtual goods can have custom properties per player instance.

For example, we'd like VirtualGoodA to have a custom property of "Level". As players upgrade their VirtualGoodA, this property would reflect an appropriate value for each individual player.

We're not sure if we would implement this using Custom Data for the Item (whether those values are static)? Or Tags on the Item? Or something else entirely (e.g., some object custom data blob). The documentation around these areas aren't as comprehensive as we'd hoped, and we haven't yet delved into the sample apps/API.

If someone could provide some clarity as to whether this is possible, and, if so, how we would accomplish this with PlayFab, we'd be hugely obliged.

Thank you!

In-Game Economy
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John Peterson avatar image John Peterson commented ·

Sorry about the title of this post -- dunno why it got duped. And there doesn't seem to be a way to edit the post. :-(

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brendan avatar image brendan John Peterson commented ·

Editing posts requires a higher reputation in our configuration, since we had trouble with spammers in the past.

The double-post thing is due to the awkwardness of the AnswerHub interface for posts. The good news there is that they're working on an update they'll be releasing (hopefully soon) that vastly improves the editor.

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brendan avatar image
brendan answered

The Custom Data defined at the Catalog level is meant to be global data - it only exists in the Catalog, so that you can edit it there, and all players use the same values. There's a separate Custom Data you can set on any player inventory item instance, using Server/UpdateUserInventoryItemCustomData.

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John Peterson avatar image John Peterson commented ·

Thanks @Brendan! I figured there must be something like that, but wasn't wholly certain of the mechanism. Sounds like there are ways to do what I'm seeking. :-)

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