Your next feature
Shared objects
Share opaque game data through explicit access policies, indexed queries and original revisions.

Read the owner usage before creating. Creation uses its revision; update and deletion use the original object revision. Owner, group and creation expiry stay unchanged.
This step does not have a video yet. The guide and MCP request are ready to use.
Prepare the same project
Choose the same project in the dashboard as in your game configuration.
Shared objects →Create or reuse these test entries in the dashboard form. These are example values, not current project data.
- Key
bases- Read policy
all- Write policy
owner- Grid position
true- Maximum object bytes
1024- Maximum objects per owner
1
Keys stay reserved. After first use, policies, search schema, TTL and position are immutable. Archive blocks new writes; reads and deletion remain available.
This first example reads data. It creates no group, match or object. An empty list is a valid first response.
Save, reload and verify the entries before running the example. Preserve unrelated definitions.
Build this feature
You can preview the guide. Running it requires an active project key. Prepare project
SDK installed, project configuration imported and player signed in.
This SDK example uses develop. Check whether the required APIs exist in your installed SDK.
Complete the Quickstart connection with the intended player. Call ReadWorldMap() from an explicit button or scene action. Opening the file alone sends no request.
World map
Store owner bases as opaque bytes. Query a configured integer grid rectangle explicitly; update with the original object revision. Position is a query index, not a game-rule validator.
Asynchronous PvP
Choose an opponent through a bounded nonuniform integer query. Load their defense bytes and validate play with a server-owned Validated Actions run. Only a trusted backend decides the outcome and sends an immutable Inbox notice.
Use matching player sessions, a durable original write intent and explicit bounded reads. Trusted outcome validation and Inbox delivery belong on your game backend; Account Keys never belong in game builds.
Test your new feature.
Read the owner usage before creating. Creation uses its revision; update and deletion use the original object revision. Owner, group and creation expiry stay unchanged.
Choose the same project in the dashboard as in your game configuration.
Endpoints
- GET
/shared-objects/collections - GET
/shared-objects/{collection}/usage - GET
/shared-objects/{collection}/objects/{objectId} - POST
/shared-objects/{collection}/query - POST
/shared-objects/{collection}/objects - PUT
/shared-objects/{collection}/objects/{objectId} - DELETE
/shared-objects/{collection}/objects/{objectId}

