
Items
Define items once and store each player’s inventory.
SDKs and REST
Integrate with Unity, Godot or Unreal, or use the REST interface.
Project dashboard
Configure each feature and manage its current data in your project.
Quick Integration
Items
Video coming soon
Unique equipment with properties, catalog rules and a clear player inventory.
using UnityEngine;
using PM.horizOn.Cloud.Manager;
public sealed class ItemsDemo : MonoBehaviour
{
// Initialize/connect and restore the existing player in the Quickstart first.
public async void ReadInventory()
{
var user = UserManager.Instance.CurrentUser;
if (user == null || !user.IsValid()) return;
var result = await ItemsManager.Instance.GetInventory(user.UserId);
if (!result.IsSuccess) { Debug.LogWarning(result.ErrorCode); return; }
foreach (var item in result.Data.instances)
Debug.Log($"{item.instanceId}: {item.itemKey}");
// Keep result.Data.revision for a separately reviewed mutation.
}
// Wire a separate explicit action; no automatic catalog traversal or poll.
public async void ReadCatalogPage()
{
var user = UserManager.Instance.CurrentUser;
if (user == null || !user.IsValid()) return;
var result = await ItemsManager.Instance.GetCatalog(user.UserId, limit: 1);
if (!result.IsSuccess) { Debug.LogWarning(result.ErrorCode); return; }
Debug.Log($"Catalog revision: {result.Data.revision}");
// Explicit Next keeps result.Data.revision and nextAfterKey unchanged.
}
}
// SDK ItemsExample/ItemsSampleStore persist original instanceId/body/revision before writes.
// Keep the original Player Values operationId for purchase recovery.
// The initial success may include item references; retained replay may return empty applied/items.
// Read the current inventory separately. Never reconstruct earlier item references.
// A failed refresh never authorizes a replacement purchase or a local item grant.This SDK example uses develop. Check whether the required APIs exist in your installed SDK. see the quickstart
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