LootLocker
The BasicsGame SystemsContent ManagementPlayer Management
LootLocker
  • 📌The Basics
    • Getting Started
    • What is LootLocker?
    • Core Concepts
      • Players
      • Assets
      • Character Classes
      • API Types
      • Web Console
      • Stage & Live Environments
      • Glossary
    • Unity Quick Start
      • Install the SDK
      • Configure the SDK
      • Authenticate Your First Player
      • Update the SDK
    • Unreal Quick Start
      • Install & Configure the SDK
        • Older versions
      • Authenticate Your First Player
    • Godot Quick Start
      • Install the SDK
      • Configure the SDK
      • Authenticate Your First Player
      • Update the SDK
    • SDKs
    • Samples
      • Authentication Samples
      • Leaderboard Samples
      • Progression Samples
      • Player Samples
    • Launching Your Game
    • Support
      • Error Codes
      • Unreal Marketplace Plugin Support
  • 🎭Players
    • Overview
    • Authentication
      • How To
        • Guest Login
        • Steam
        • Apple
        • Apple Game Center
        • Google
        • Epic Games
        • PlayStation
        • Meta / Oculus
        • Xbox
        • Nintendo Switch
    • Files
      • How To
        • Manage Files in Web Console
        • Work with Files In-Game
    • Inventory
      • How To
        • Work with Player Inventory
    • Messages
      • How To
        • Configure Messages in Web Console
    • Names
      • How To
        • Work with Player Names
    • Player Manager
      • How To
        • Manage Players through Web Console
        • Manage Players In-Game
        • Use Player Operations
    • Unified Player Accounts
      • How To
        • Configure UPA in Web Console
        • Use Remote Login In-Game
        • Connect Identiy Provider to Player
        • External Provider Linking
        • Transition from Guest Login to Other Provider
        • Disconnect Identity Provider from Player
    • White Label Login
      • How To
        • Configure White Label Login
        • Create a New White Label User
        • Request User Verification
        • Handle Returning Users
        • Start a White Label Session
  • 🪙Commerce
    • Overview
    • Catalogs
      • How To
        • Configure Catalogs in LootLocker Console
        • List all Catalogs
        • Use Catalogs In-Game
        • Setup In-Game Store
    • Currencies
      • How To
        • Configure a Currency in Web Console
        • Use Currencies In-Game
    • DLC Management
      • How To
        • Configure DLC in Web Console
        • Use DLC In-Game
    • Entitlements
      • How To
        • Work with Entitlements In-Game
    • Real Money Purchases
      • How To
        • Configure In-App Purchase in Web Console
        • Make Purchases through Google Play Store
        • Make Purchases through Apple Store
        • Make Purchases through Steam Store
    • Virtual Purchases
    • Wallets
      • How To
        • Manage a Wallet in Web Console
        • Use Wallets In-Game
  • ⚔️Content
    • Overview
    • Assets
      • How To
        • Create & Configure an Asset
        • Organize & Search for Assets
        • Retrieve Assets In-Game
        • Set up Asset Storage Template
        • Check Grant Notifications
        • Set up a Game Config Asset
        • Create a Loot Box
        • Work with Loot Boxes In-Game
        • Create a Drop Table
        • Work with Drop Tables In-Game
        • Create a Rental Asset
        • Work with Rental Assets In-Game
    • User Generated Content (UGC)
      • How To
        • Create UGC In-Game
    • Twitch Drops
  • 🕹️Game Systems
    • Overview
    • Classes & Heroes
      • How To
        • Base Classes
        • Hero Classes
        • Implement Classes In-Game
        • Implement Heroes In-Game
    • Leaderboards
      • How To
        • Configure Leaderboard in Web Console
        • Use Player Leaderboards
        • Use Generic Leaderboards
        • Use Metadata to Store Additional Information
        • Use Scheduled Reset with Rewards
        • Use Leaderboards for Time Based Rankings
      • Leaderboard FAQ
      • GameMaker References
    • Feedback
      • How To
        • Manage Feedback Categories
        • Create Player Feedback
        • Create UGC Feedback
        • Create Game Feedback
        • View and Manage Feedback
    • Progressions
      • How To
        • Create a Progression
        • Game Progressions
        • Player Progressions
        • Class Progressions
        • Asset Instance Progressions
    • Triggers
      • How To
        • Setup a trigger in the Web Console
        • Invoke trigger from game
  • ⛓️Shared Systems
    • Overview
    • Metadata
      • How To
        • Add Metadata in Console
        • Fetch a Single Metadata In-Game
        • Fetch Metadata In-Game by Tags
        • Fetch Metadata In-Game from Multiple Sources
    • Notifications
      • How To
        • List Notifications and Mark as Read In-Game
  • 🗝️Admin
    • Settings
    • User Settings
    • Organization Settings
    • CORS Allowlist
  • ⭕️ Legacy
    • Deprecations
      • Unity SDK Deprecation Log
        • Version 2.1.5 - Migration to Open UPM
        • Version 2.0.0
      • Unreal SDK Deprecation Log
        • Version 4.0.0
        • Version 3.0.0
    • Legacy Storage
    • Legacy Triggers
      • Activate a trigger
      • Create a trigger
    • Legacy Progressions
      • Create a Progression System
      • Use a Progression System In-Game
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On this page
  • Asset Management
  • View
  • Fields
  • Search
  • Filters
  • Batch Edit Assets
  • Assets
  • Asset Contexts
  • Asset Instances
  • Asset Complexities
  • Asset Data
  • Basic Information
  • Complexity Specific Data
  • Platform Properties
  • Filters & Storage
  1. The Basics
  2. Core Concepts

Assets

An asset is an item of property that can be connected to a player - something a player can earn, purchase, or possess. Assets can also be used to store data for your game to read.

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Last updated 9 months ago

Asset Management

The Asset Manager is an interface to search for, create, and edit all of your game’s assets.

View

The Asset Manager can be viewed in two different ways: List and Grid. To swap between views, click the Change View button in the top right corner of the interface.

Fields

Click the cog icon in the upper right corner of the interface to customize the fields displayed in the Asset Manager.

Search

To search for an asset, enter your search term into the search field in the top right corner of the interface and click Search.

Filters

Filters can be used to only display assets based on specific criteria. To create a new filter, click the + Add Filter button in the top left corner of the interface. There are three types of filters. Filters can be stacked.

Created Date

The Created Date lets you filters assets that were created before or after a specific date.

Asset Filter Key

The Asset Filter Key filter lets you only display assets that have matching data or do not have a matching data in their key field.

Asset Filter Value

The Asset Filter Value filter lets you only display assets that have matching data or do not have a matching data in their value field.

To delete a filter, simply click the delete icon in the filter you wish to delete. You can also clear all filters at once by clicking Clear Filters.

Batch Edit Assets

It's possible to select multiple assets at once and perform certain actions on them. To select multiple assets at once simply click the checkmark next to the asset's thumbnail.

Once multiple assets are selected a new dropdown menu will appear in the top right corner of the interface. This menu provides to following options:

Edit Asset Filters

This window allows you to create and edit multiple assets filters at the same time.

Deactivate Assets

Selecting Deactivate Assets will immediately deactivate the selected assets in the stage environment. These assets will not be available in-game if deactivated.

Assets

Asset Contexts

Asset Instances

An asset listed in the Asset Manager is considered a reference asset which is never possessed by a player and does not contain dynamic data stored in it by the game. When an asset is granted to the player’s inventory, an asset instance is created from the reference asset. An asset instance is an extension of the asset that the player possesses and contains data specific to that instance. An asset instance is, as the name implies, an instance of an asset and as such if any changes are made to the reference asset, the asset instance will also be updated. This instance can be traded to other players or modified based on the relationship it has to your game.

Asset Complexities

Asset complexities add additional functionality and logic to an asset context. All asset contexts must be assigned an asset complexity. There are several types of asset complexities. Click on one of the following asset complexities to learn how to configure and integrate them into your game.

Asset Data

Assets can contain data that can be inputted through the Asset Manager. Asset data is broken down into the following areas:

Basic Information

The following information can be added to the Asset in this section:

  • Name: The name of the Asset, used in the Asset Manager and in your game.

  • Price: The price of the Asset, if Currencies are set up.

  • Suggested: The sum of all Assets in the Package Contents if the Asset has been assigned the Package Complexity.

  • Discount Price: The optional discount price of the Asset that overrides the price if set at a lower value. If a Discount Price is added, both prices (Price and Discount Price) are still returned to the game so that it is still possible to display the original Price.

  • Universal: If set to true, a field will be displayed where you can set a start and end date for when the Asset will be Universal. A Universal Asset is added to all player’s Inventories (see below for more information).

  • Featured: If set to true, a field will be displayed where you can set a start and end date for when the Asset will be set as Featured. Marking an asset as Featured indicates to your game that the Asset is Featured and can be flagged accordingly by your game's interface.

  • Purchasable: If true, makes this Asset appear in your store, and available for purchase.

  • Unique Instance: If true, the player can only possess one instance of this Asset.

Universal Assets

Universal Assets can be used to temporarily provide players with access to an Asset. While the Asset is set to Universal, it is available in all player’s inventories. When the Asset is no longer marked as Universal, it will be removed from the player’s Inventory unless the player has equipped the Asset previously.

The Last Changed field indicates the last time information stored in this Asset was edited.

Complexity Specific Data

Based on the Complexity assigned to the Asset Context, additional tabs will become available when viewing an Asset’s properties.

Complexity
Complexity Specific Data

Generic Asset

N/A

Customization

Variations

Soft Currency Package

Package Contents

Customization Package

Package Contents

Loot Box

Loot Box Contents

Rental

Rental Content, Rental Tiers

Drop Table

Drop Table

The Customization Complexity adds a Variations tab to your Asset Data. This allows you to store Asset Variations that can be used for cosmetic items that are the same Asset with different visual appearances, for example if a hat in your game has different color variations.

The Soft Currency Package Complexity adds the Package Contents tab to the Asset data. This tab allows you to grant Currency with the Asset, for example when selling a pack of Soft Currencies in your game.

The Customization Package Complexity adds the Package Contents tab to the Asset data. This allows you to include multiple Assets within an Asset, for example when creating a bundle of Assets.

The Loot Box Complexity adds the Loot Box Contents tab to the Asset data. This allows you to have LootLocker randomly select an Asset from a predefined drop group of Assets.

The Rental Complexity adds two tabs to the Asset data: Rental Content and Rental Tiers. The Rental Content tab allows you to define what content is included in the Rental Asset.

The Rental Tiers tab allows you to define the various lengths of time the Asset can be rented for.

The Drop Table Complexity adds a Drop Table tab to your Asset Data. This allows you to define the groups, weights, and drop counts for a Drop Table that LootLocker will base its logic on.

Platform Properties

The Platform Properties section of an Asset contains fields related to the active platforms for your game. Certain platforms allow Assets to contain specific platform information.

Filters & Storage

The Filters & Storage section of an Asset provides you with the ability to connect custom data to your Asset. The following types of data can be added to your Asset:

  • Filters: Filters gives you the ability to further categorize Assets in the Asset Manager and your game.

  • Key/Value Storage: Key/Value Pairs can be added to your Asset to be read by your game. Unlike Filters these values are not used as filters in the Asset Manager.

  • Files: Upload a file (up to 15MB) to this Asset to be downloaded by your game.

  • Data Entities: Add and name blob data to your Asset to be read by your game.

The filed preferences window that appears lets you select which default fields are active as well as activate or deactivate any additional fields that have been created automatically when using the feature.

An asset is an item of property that can be connected to a player - something a player can earn, purchase, or possess. At its core, an asset is an empty shell looking to be assigned a context and populated with relevant data or information. Before assigning a context to an asset, contexts must be created with complexities and any other relevant information. This can be done in the menu.

An asset context is a way to group and describe assets. All assets must be assigned an asset context when being created. Defining the context of an asset lets your game know what type of asset it is, and lets LootLocker know what sort of information or logic will be stored in the asset and any special relationships it should have, for example with and .

📌
asset filter

character classes
Asset Settings
default loadouts
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Generic Assets

The generic asset complexity is assigned by default when creating an asset context, and does not add any additional functionality or logic to the asset context.

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Customization

The customization complexity adds the ability to store asset variations that can be used for cosmetic items that are the same asset with different visual appearances, for example if a hat in your game has different color variations.

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Customization Package

The customization package complexity adds the ability to include multiple assets within an asset, for example when creating a bundle of assets.

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Loot Box

The loot box package complexity adds the ability to have LootLocker randomly select an asset from predefined groups of assets, for example when creating a loot box.

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Rental

The rental complexity adds the ability to create time-based assets that grant specific assets which expire after a certain amount of time, for example when creating a temporary buff.

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Drop Table

The drop table complexity adds the ability to have LootLocker randomly select an asset from a predefined table of grouped assets that allows the player to select a certain number of rewards from, for example when creating a drop table for a dungeon boss.