Player Files
Player files allows you to store files on the player.
To view Player files in the web console, go to the player and select the files tab. From here it's possible to view, download or delete the player files.

Unity
LootLockerSDKManager.GetAllPlayerFiles((response) =>
{
if (response.success)
{
Debug.Log("Successfully retrieved player files: " + response.items.Length);
}
else
{
Debug.Log("Error retrieving player storage");
}
});
Unity
int playerId = 1;
LootLockerSDKManager.GetAllPlayerFiles(playerId, (response) =>
{
if (response.success)
{
Debug.Log("Successfully retrieved player files: " + response.items.Length);
}
else
{
Debug.Log("Error retrieving player storage");
}
});
Unity
int playerFileId = 1;
LootLockerSDKManager.GetPlayerFile(playerFileId, (response) =>
{
if (response.success)
{
Debug.Log("Successfully retrieved player file with id: " + response.id);
}
else
{
Debug.Log("Error retrieving player file");
}
});
Unity
LootLockerSDKManager.UploadPlayerFile("/path/to/file/save_game.zip", "save_game", response =>
{
if (response.success)
{
Debug.Log("Successfully uploaded player file, url: " + response.url);
}
else
{
Debug.Log("Error uploading player file");
}
});
Unity
// You can also set this to false, if omitted it defaults to false
bool isPublic = true;
LootLockerSDKManager.UploadPlayerFile("/path/to/file/save_game.zip", "save_game", isPublic, response =>
{
if (response.success)
{
Debug.Log("Successfully uploaded player file, url: " + response.url);
}
else
{
Debug.Log("Error uploading player file");
}
});
Unity
var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
LootLockerSDKManager.UploadPlayerFile(file, "player_file", response =>
{
if (response.success)
{
Debug.Log("Successfully uploaded player file, url: " + response.url);
}
else
{
Debug.Log("Error uploading player file");
}
});
Unity
var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
// You can also set this to false, if omitted it defaults to false
bool isPublic = true;
LootLockerSDKManager.UploadPlayerFile(file, "player_file", isPublic, response =>
{
if (response.success)
{
Debug.Log("Successfully uploaded player file, url: " + response.url);
}
else
{
Debug.Log("Error uploading player file");
}
});
Unity
var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
var fileBytes = new byte[file.Length];
file.Read(fileBytes, 0, Convert.ToInt32(file.Length));
LootLockerSDKManager.UploadPlayerFile(fileBytes, "filename", "save_game", response =>
{
if (response.success)
{
Debug.Log("Successfully uploaded player file, url: " + response.url);
}
else
{
Debug.Log("Error uploading player file");
}
});
Unity
var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
var fileBytes = new byte[file.Length];
file.Read(fileBytes, 0, Convert.ToInt32(file.Length));
// You can also set this to false, if omitted it defaults to false
bool isPublic = true;
LootLockerSDKManager.UploadPlayerFile(fileBytes, "filename", "save_game", isPublic, response =>
{
if (response.success)
{
Debug.Log("Successfully uploaded player file, url: " + response.url);
}
else
{
Debug.Log("Error uploading player file");
}
});
Unity
int playerFileId = 1;
LootLockerSDKManager.DeletePlayerFile(playerFileId, response =>
{
if (response.success)
{
Debug.Log("Successfully deleted player file with id: " + playerFileId);
}
else
{
Debug.Log("Error deleting player file");
}
});
Last modified 3mo ago