name: Unity Gaming Services Vocabulary description: Vocabulary and taxonomy for Unity Gaming Services APIs covering game development, live operations, multiplayer, and player management domains. version: '1.0.0' created: '2026-05-03' modified: '2026-05-03' domains: - name: Authentication description: Player identity and sign-in management terms: - name: Player definition: A registered end-user account within a Unity gaming project aliases: - User - Gamer - name: Anonymous Authentication definition: A sign-in method that creates a player account without requiring credentials, identified by session tokens - name: External Identity Provider definition: Third-party authentication service (Google, Apple, Steam, Facebook) that can be linked to Unity player accounts - name: Session Token definition: A persistent token used to resume an anonymous player session across app restarts - name: ID Token definition: A JWT (JSON Web Token) issued by Unity Authentication used to authorize API requests - name: Refresh Token definition: A long-lived token used to obtain new access tokens without re-authenticating - name: SCIM definition: System for Cross-domain Identity Management - protocol for automating user provisioning between Identity Providers and Unity Cloud - name: Live Operations description: Services for running live game features after launch terms: - name: Economy definition: The system for managing in-game currencies, items, and purchase flows - name: Virtual Currency definition: In-game currency that exists only within the game economy (e.g., Gold, Gems, Coins) - name: Inventory Item definition: A virtual item that players can acquire, hold, and use in their game inventory - name: Virtual Purchase definition: An in-game transaction where players spend virtual currency to acquire items - name: Real Money Purchase definition: An in-app purchase where players spend real currency via a storefront - name: Write Lock definition: An optimistic concurrency control token that prevents conflicting simultaneous writes to player data - name: Cloud Save definition: Unity service for persisting player data and game state server-side - name: Data Key definition: A string identifier for a Cloud Save data item (up to 255 characters) - name: Access Class definition: Permission level for Cloud Save data (default, protected, public) - name: Remote Config definition: Service for delivering game configuration values at runtime without app updates - name: Override Rule definition: A Remote Config targeting rule that delivers different configuration values to specific player segments - name: Feature Flag definition: A Remote Config value used to enable or disable game features - name: Rollout Percentage definition: The percentage of players who receive an override rule's configuration - name: Analytics description: Player behavior and game performance tracking terms: - name: Custom Event definition: A developer-defined analytics event capturing specific player actions or game occurrences - name: Session definition: A continuous period of gameplay for a single player instance - name: Installation UUID definition: A unique identifier for a specific game installation on a device - name: Event Schema definition: The defined structure and field types for a custom analytics event - name: Multiplayer description: Real-time multiplayer session and networking terms: - name: Lobby definition: A virtual waiting room where players gather before starting a game session - name: Lobby Code definition: A short alphanumeric code shared by a lobby host for private lobby access - name: Lobby Host definition: The player who created a lobby and has administrative control over it - name: Lobby Data definition: Custom key-value data attached to a lobby, used to communicate game configuration to players - name: Player Data (Lobby) definition: Custom key-value data attached to a specific player within a lobby - name: Matchmaking definition: The automated process of grouping compatible players for a game session - name: Matchmaking Ticket definition: A request to enter the matchmaking queue, containing player attributes and target queue - name: Match Pool definition: A subset of players from a queue with shared matching constraints - name: MMScript definition: The scripting language used to define Unity Matchmaker match logic rules - name: Relay definition: Unity service that enables peer-to-peer connections through Unity's relay servers without exposing IP addresses - name: Fleet definition: A group of game server instances managed together with shared configuration and scaling settings - name: Game Server Allocation definition: The reservation of a game server instance for a specific game session - name: QoS (Quality of Service) definition: Service for measuring network latency to Unity relay regions to help players select optimal servers - name: Cloud Code description: Serverless game logic execution terms: - name: Cloud Code Script definition: A JavaScript function deployed to Unity's cloud infrastructure for serverless execution - name: Cloud Code Module definition: A compiled C# assembly (.ccm file) deployed for higher-performance serverless execution - name: Trigger definition: An event-driven mechanism that automatically executes a Cloud Code script when a UGS event occurs - name: Scheduler definition: A cron-based mechanism for executing Cloud Code scripts on a time-based schedule - name: Social description: Player social features terms: - name: Friends List definition: A player's collection of other players with whom they have an accepted friendship - name: Friend Request definition: An invitation sent from one player to another to establish a friendship - name: Block definition: An action that prevents a blocked player from interacting with the blocking player - name: Presence definition: A player's current online status (Online, Offline, Invisible, Busy) and activity - name: DevOps description: Build, deploy, and version control for game projects terms: - name: Build Target definition: A configuration defining how to build a game for a specific platform (iOS, Android, PC, etc.) - name: Build Automation definition: Unity's cloud CI/CD service for automated game builds - name: Version Control definition: Unity's source control system (formerly Plastic SCM) for managing game project history - name: Asset Manager definition: Unity service for uploading, organizing, and sharing 3D assets across projects - name: Cloud Content Delivery (CCD) definition: CDN-backed service for delivering game updates, DLC, and streaming assets to players - name: Platform description: Cross-cutting platform concerns terms: - name: Project ID definition: A UUID identifying a specific Unity game project; scopes all UGS service calls - name: Environment definition: An isolated namespace within a project (production, staging, development) for separate data and configs - name: Environment ID definition: A UUID identifying a specific project environment - name: Service Account definition: A non-human identity used for server-to-server API authentication - name: Access Policy definition: Rules defining which players or services can read or write specific resources