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    <title>Game Engine on Game Server Services | Docs</title>
    <link>/tags/game-engine/</link>
    <description>Recent content in Game Engine on Game Server Services | Docs</description>
    <generator>Hugo</generator>
    <language>en</language>
    <atom:link href="/tags/game-engine/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Full sample code</title>
      <link>/get_start/tutorial/coding/all/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/get_start/tutorial/coding/all/</guid>
      <description>Game Engine: Unity Unreal Engine using System.Collections; using Gs2.Core.Model; using Gs2.Unity.Core; using Gs2.Unity.Gs2Account.Model; using Gs2.Unity.Util; using UnityEngine; public class Tutorial : MonoBehaviour { IEnumerator Start() { // Setup variables var clientId = &#34;YourClientId&#34;; var clientSecret = &#34;YourClientSecret&#34;; var accountNamespaceName = &#34;game-0001&#34;; // Initialize GS2 SDK Gs2Domain gs2; { var future = Gs2Client.CreateFuture( new BasicGs2Credential( clientId, clientSecret ), Region.ApNortheast1 ); yield return future; if (future.Error != null) { throw future.Error; } gs2 = future.</description>
    </item>
    <item>
      <title>Game Engine</title>
      <link>/api_reference/transaction/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/transaction/game_engine/</guid>
      <description>What is Transaction Processing? Transaction processing in GS2 refers to the mass execution of exchanging resources defined as &amp;ldquo;consume action&amp;rdquo; and &amp;ldquo;get action&amp;rdquo;. APIs that issue transactions are such as GS2-Exchange&amp;rsquo;s exchange execution function (Exchange), GS2-Showcase&amp;rsquo;s product purchase function (Buy), and GS2-Quest&amp;rsquo;s quest start function (Start).&#xA;Consumption actions&amp;quot; are user data operations that are disadvantageous to the player, while &amp;ldquo;acquisition actions&amp;rdquo; are user data operations that are beneficial to the player.</description>
    </item>
    <item>
      <title>Start using GS2</title>
      <link>/get_start/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/get_start/</guid>
      <description>SDK Game Engine Game Server Services provides SDKs for all major game engines. The SDK for game engines is provided in a higher level API format than the regular SDK, with a focus on use from within the game.&#xA;Language: Unity Unreal Engine 5 GS2 SDK for Unity This SDK is distributed under the Apache License 2.0.&#xA;You must clearly indicate somewhere in your program that you are using libraries provided under the Apache License 2.</description>
    </item>
    <item>
      <title>GS2-Account SDK for Game Engine API Reference</title>
      <link>/api_reference/account/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/account/game_engine/</guid>
      <description>Models EzAccount Game Player Account&#xA;An entity of identity information that identifies a game player. Game player accounts are anonymous accounts and consist of a user ID (UUID) and password (a random 32-character string), so game players do not need to enter their email address or other information.&#xA;The issued Game Player Account is stored in the device&amp;rsquo;s local storage and is used for future logins.&#xA;Type Condition Required Default Value Limits Description userId string ✓ UUID ~ 128 chars User ID password string ✓ ~ 128 chars PasswordStores the password for securing the account.</description>
    </item>
    <item>
      <title>GS2-AdReward SDK for Game Engine API Reference</title>
      <link>/api_reference/ad_reward/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/ad_reward/game_engine/</guid>
      <description>Models EzPoint Ad Viewing Points&#xA;Records the total number of points earned by the player by viewing ads. Each time a player views an ad, they earn points, which can be used to exchange rewards or purchase in-game benefits.&#xA;Type Condition Required Default Value Limits Description point long 0 0 ~ 9223372036854775805 Number of points heldIndicates the number of points held by the user.This value increases as the user views ads and decreases as they exchange rewards and benefits.</description>
    </item>
    <item>
      <title>GS2-Auth SDK for Game Engine API Reference</title>
      <link>/api_reference/auth/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/auth/game_engine/</guid>
      <description>Models EzAccessToken Access token&#xA;A model that manages access tokens issued after user authentication. Access tokens are used to identify a session while a user is logged in to the service. Tokens have an expiration time, and when they expire, re-authentication is required.&#xA;Type Condition Required Default Value Limits Description token string ✓ ~ 1024 chars Access tokenA token used to authenticate access.This token is automatically generated by the system and identifies the user&amp;rsquo;s session.</description>
    </item>
    <item>
      <title>GS2-Buff SDK for Game Engine API Reference</title>
      <link>/api_reference/buff/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/buff/game_engine/</guid>
      <description>Models EzBuffEntryModel Buff Entry Model&#xA;The amount of buff is managed by BuffEntryModels, and multiple Buff Entry Models can be associated with the same target. The application order of BuffEntryModel is managed by the priority of BuffEntryModel, and the smaller the value of priority, the higher the priority.&#xA;Three buff application methods exist: “Rate Add”, &amp;ldquo;Mul&amp;rdquo;, and “Value Add”. Rate Add is an instruction that adds to the buff application rate.</description>
    </item>
    <item>
      <title>GS2-Chat SDK for Game Engine API Reference</title>
      <link>/api_reference/chat/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/chat/game_engine/</guid>
      <description>Models EzRoom Room&#xA;A room represents the scope within which chat messages can be delivered. GS2-Chat rooms do not have the concept of participation. Therefore, to receive messages, it is sufficient to know the room name, and there is no need to join the room or register as a member.&#xA;If you wish to limit the number of game players who can view the messages in a room, there are two options.</description>
    </item>
    <item>
      <title>GS2-Datastore SDK for Game Engine API Reference</title>
      <link>/api_reference/datastore/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/datastore/game_engine/</guid>
      <description>Models EzDataObject Data Object&#xA;Data objects are data uploaded by game players. Data is generation managed, with 30 days of historical data stored.&#xA;Access permissions can be set for the data. There are three types of scopes:&#xA;public: Accessible to anyone protected: Accessible only to game players with specified user IDs private: Accessible only to yourself Type Condition Required Default Value Limits Description dataObjectId string * ~ 1024 chars Data object GRN * Set automatically by the server name string ✓ UUID ~ 128 chars Data Object NameA unique name identifying the data object.</description>
    </item>
    <item>
      <title>GS2-Dictionary SDK for Game Engine API Reference</title>
      <link>/api_reference/dictionary/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/dictionary/game_engine/</guid>
      <description>Models EzEntry Entry acquired by game player&#xA;Represents a single dictionary entry that a game player has collected. Each entry corresponds to an EntryModel and records the acquisition timestamp. The possession state is binary—either the entry exists (collected) or it does not—with no concept of quantity.&#xA;Type Condition Required Default Value Limits Description entryId string * ~ 1024 chars Entry GRN * Set automatically by the server userId string ~ 128 chars User ID name string ✓ ~ 128 chars Entry Model nameEntry Model-specific name.</description>
    </item>
    <item>
      <title>GS2-Distributor SDK for Game Engine API Reference</title>
      <link>/api_reference/distributor/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/distributor/game_engine/</guid>
      <description>Models EzStampSheetResult Transaction execution result (Legacy)&#xA;Records the execution results of a transaction processed via server-side auto-execution. Contains the request payloads and response results for each phase: verify actions (precondition checks), consume actions (that deduct resources), and the acquire action (that grants resources). Also tracks HTTP status codes for error detection and retry logic.&#xA;Type Condition Required Default Value Limits Description transactionId string ✓ 36 ~ 36 chars Transaction IDA UUID that uniquely identifies this transaction.</description>
    </item>
    <item>
      <title>GS2-Enchant SDK for Game Engine API Reference</title>
      <link>/api_reference/enchant/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/enchant/game_engine/</guid>
      <description>Models EzBalanceParameterStatus Balance Parameter Status&#xA;Represents the actual parameter values drawn for a specific resource owned by a user. Each status is associated with a Balance Parameter Model and contains the concrete values assigned to each parameter slot after the drawing process.&#xA;Type Condition Required Default Value Limits Description parameterName string ✓ ~ 128 chars Balance Parameter Model nameThe name of the Balance Parameter Model that defines the drawing conditions for this status.</description>
    </item>
    <item>
      <title>GS2-Enhance SDK for Game Engine API Reference</title>
      <link>/api_reference/enhance/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/enhance/game_engine/</guid>
      <description>Models EzProgress Enhance Progress&#xA;It is created at the beginning of the enhance and deleted at the end.&#xA;When you exit the application in the middle of an enhance, this data will remain. It is possible to resume the game from the ongoing enhance information maintained by the entity.&#xA;Type Condition Required Default Value Limits Description name string ✓ UUID ~ 36 chars Progress IDMaintains a unique name for each enhance progress.</description>
    </item>
    <item>
      <title>GS2-Exchange SDK for Game Engine API Reference</title>
      <link>/api_reference/exchange/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/exchange/game_engine/</guid>
      <description>Models EzAwait Exchange Await&#xA;Represents the execution state of an exchange that requires real-time to elapse before rewards can be claimed. Created when a player initiates an exchange with await timing type, and tracks the waiting period until the rewards become available. Supports skip functionality to shorten or eliminate the waiting time, and stores default configuration values for reward acquisition.&#xA;Type Condition Required Default Value Limits Description userId string ✓ ~ 128 chars User ID rateName string ✓ ~ 128 chars Exchange Rate Model nameExchange Rate Model-specific name.</description>
    </item>
    <item>
      <title>GS2-Experience SDK for Game Engine API Reference</title>
      <link>/api_reference/experience/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/experience/game_engine/</guid>
      <description>Models EzStatus Status&#xA;Status is an entity that exists for each property ID. Holds the current experience and rank cap values.&#xA;Property ID is a status-specific ID and can be set to any value by the developer. For GS2, it is recommended to use a value as the property ID that adds an experience point model suffix to the end of the Item Set GRN in GS2-Inventory or the Entry GRN in GS2-Dictionary that possesses experience points.</description>
    </item>
    <item>
      <title>GS2-Formation SDK for Game Engine API Reference</title>
      <link>/api_reference/formation/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/formation/game_engine/</guid>
      <description>Models EzMold Form Storage Area&#xA;An entity that holds information organized by the game player. Form information can be stored multiple times per Form Storage Area, and the capacity—how many can be stored—can be set individually for each game player × Form Storage Area.&#xA;Type Condition Required Default Value Limits Description name string ✓ ~ 128 chars Form Storage Area Model nameForm Storage Area Model-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.</description>
    </item>
    <item>
      <title>GS2-Friend SDK for Game Engine API Reference</title>
      <link>/api_reference/friend/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/friend/game_engine/</guid>
      <description>Models EzProfile Profile&#xA;The profile stores information about the game player.&#xA;There are three types of profiles that can be set for each public range.&#xA;friend The information that can be viewed by those with whom a friend relationship has been established. follow Content that can be viewed by followers. public Content that can be viewed by anyone Type Condition Required Default Value Limits Description userId string ✓ ~ 128 chars User ID publicProfile string ~ 1024 chars Public profileProfile information visible to all players regardless of relationship.</description>
    </item>
    <item>
      <title>GS2-Gateway SDK for Game Engine API Reference</title>
      <link>/api_reference/gateway/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/gateway/game_engine/</guid>
      <description>Models EzWebSocketSession WebSocketSession&#xA;A WebSocket session is a persistent connection between a GS2 server and a client for real-time bidirectional communication. The client registers a user ID as an identifier to the server.&#xA;Type Condition Required Default Value Limits Description connectionId string ✓ ~ 128 chars Connection IDThe unique identifier assigned to this WebSocket connection. Used to identify the specific client connection when sending notifications. namespaceName string ✓ ~ 128 chars Namespace name userId string ✓ ~ 128 chars User ID Related methods: setUserId - Register the player&amp;#39;s connection to receive server push notifications Methods setUserId Register the player&amp;rsquo;s connection to receive server push notifications</description>
    </item>
    <item>
      <title>GS2-Grade SDK for Game Engine API Reference</title>
      <link>/api_reference/grade/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/grade/game_engine/</guid>
      <description>Models EzStatus Status&#xA;A status is an entity that exists for each property ID and holds the value of the current grade.&#xA;The property ID is a status-specific ID and can be set to any value by the developer. It is strongly recommended that the value be the same as the property ID of the GS2-Experience.&#xA;Type Condition Required Default Value Limits Description gradeName string ✓ ~ 128 chars Grade Model NameThe name of the grade model that this status belongs to.</description>
    </item>
    <item>
      <title>GS2-Guild SDK for Game Engine API Reference</title>
      <link>/api_reference/guild/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/guild/game_engine/</guid>
      <description>Models EzGuild Guild&#xA;A guild can have up to 5 attributes, which can be used when searching for guilds and displaying guild lists.&#xA;A guild can set a participation policy, allowing for either open participation or approval-based participation. If open participation is selected, a user who requests to join the guild will immediately become a guild member. If approval-based participation is selected, a user who requests to join the guild will not become a guild member until approved by the guild master or a guild member.</description>
    </item>
    <item>
      <title>GS2-Idle SDK for Game Engine API Reference</title>
      <link>/api_reference/idle/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/idle/game_engine/</guid>
      <description>Models EzStatus Status&#xA;Created when GetIdleStatus is called for the first time, and the idle time count starts from that time. The idle time count is reset when you receive a reward.&#xA;If GS2-Schedule events are associated, you cannot access Category before the event is held, and you cannot create a status. If an event is associated, the status holds the number of repetitions of the event. If the current event ID and the event ID at the time of status creation do not match, if the number of repetitions of the current event and the number of repetitions held by the status do not match, or if the status is created before the start time of the event, the waiting time is reset.</description>
    </item>
    <item>
      <title>GS2-Inbox SDK for Game Engine API Reference</title>
      <link>/api_reference/inbox/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/inbox/game_engine/</guid>
      <description>Models EzMessage Message&#xA;Message data delivered to a message box prepared for each game player.&#xA;Messages have an open state, and you can set an Acquire Action to be executed when opened. Messages can be set to expire, and messages that expire are automatically deleted regardless of whether they are unread or read after opening. Messages will be deleted even if you have not received the attached reward.&#xA;Type Condition Required Default Value Limits Description messageId string * ~ 1024 chars Message GRN * Set automatically by the server name string ✓ UUID ~ 36 chars Message NameMaintains a unique name for each message.</description>
    </item>
    <item>
      <title>GS2-Inventory SDK for Game Engine API Reference</title>
      <link>/api_reference/inventory/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/inventory/game_engine/</guid>
      <description>Models EzInventory Inventory&#xA;Inventory is like a bag that stores items owned by game players. The bag has a capacity, and the capacity can be expanded by each player.&#xA;Type Condition Required Default Value Limits Description inventoryId string * ~ 1024 chars Inventory GRN * Set automatically by the server inventoryName string ✓ ~ 128 chars Inventory Model NameThe name of the inventory model that defines the structure and capacity settings for this inventory.</description>
    </item>
    <item>
      <title>GS2-JobQueue SDK for Game Engine API Reference</title>
      <link>/api_reference/job_queue/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/job_queue/game_engine/</guid>
      <description>Models EzJob Job&#xA;A job queue is a mechanism for delaying the execution of a process rather than completing it immediately. For example, when a character is acquired, the process that must be executed immediately is to store the character in the inventory. On the other hand, a process that does not have to be executed immediately is the process of registering the character to the dictionary.&#xA;By processing tasks that do not need to be executed immediately through a job queue, the system can be made more fault-tolerant.</description>
    </item>
    <item>
      <title>GS2-Limit SDK for Game Engine API Reference</title>
      <link>/api_reference/limit/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/limit/game_engine/</guid>
      <description>Models EzCounter Current Counter Value&#xA;Tracks the current usage count for a specific counter under a limit model for each user. Multiple counters can exist under a single limit model (e.g., one counter per quest for one-time rewards). The count is compared against a maximum value specified at the time of the count-up operation, and is automatically reset to zero based on the limit model&amp;rsquo;s reset schedule.&#xA;Type Condition Required Default Value Limits Description counterId string * ~ 1024 chars Counter GRN * Set automatically by the server limitName string ✓ ~ 128 chars Usage Limit Model NameThe name of the limit model that this counter belongs to.</description>
    </item>
    <item>
      <title>GS2-Lock SDK for Game Engine API Reference</title>
      <link>/api_reference/lock/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/lock/game_engine/</guid>
      <description>Models EzMutex Mutex&#xA;The mutex provided by GS2 is a type of re-entrant lock.&#xA;When acquiring a lock, a transaction ID is specified, and the lock can be acquired again only if the same transaction ID is specified. Since it has a reference counter, the same number of unlock operations are required when releasing it.&#xA;Type Condition Required Default Value Limits Description mutexId string * ~ 1024 chars Mutex GRN * Set automatically by the server propertyId string ✓ ~ 1024 chars Property IDAn identifier for the resource to be locked, determining which resource the lock is protecting.</description>
    </item>
    <item>
      <title>GS2-Log SDK for Game Engine API Reference</title>
      <link>/api_reference/log/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/log/game_engine/</guid>
      <description>Models EzInGameLog In-game Log&#xA;A custom log entry sent from the game client or server-side scripts. Unlike access logs which are automatically generated by GS2 API calls, in-game logs are explicitly sent by game developers to record game-specific events such as player actions, game state changes, or business metrics.&#xA;Type Condition Required Default Value Limits Description timestamp long ✓ TimestampThe date and time when the in-game log was sent. userId string ~ 128 chars User ID tags List&amp;lt;EzInGameLogTag&amp;gt; [] 0 ~ 20 items TagsKey-value pairs attached to the log entry for filtering and categorization.</description>
    </item>
    <item>
      <title>GS2-LoginReward SDK for Game Engine API Reference</title>
      <link>/api_reference/login_reward/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/login_reward/game_engine/</guid>
      <description>Models EzReceiveStatus Receive Status&#xA;Tracks the login bonus receive status for each user per bonus model. Maintains a boolean array (receivedSteps) where each entry indicates whether the user has received the corresponding day&amp;rsquo;s reward. Also records the last time a bonus was received (lastReceivedAt) to determine daily eligibility. The receivedSteps can be reset when the bonus cycle restarts (e.g., in Streaming Mode with repeat enabled).&#xA;Type Condition Required Default Value Limits Description bonusModelName string ✓ ~ 128 chars Bonus Model NameThe name of the Login Bonus Model that this receive status is associated with.</description>
    </item>
    <item>
      <title>GS2-Lottery SDK for Game Engine API Reference</title>
      <link>/api_reference/lottery/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/lottery/game_engine/</guid>
      <description>Models EzProbability Draw Probability&#xA;Represents the calculated draw probability for a specific prize. The rate is computed from the prize&amp;rsquo;s weight relative to the total weight of all prizes in the Prize Table. For box gacha, the probability changes dynamically as prizes are drawn from the box.&#xA;Type Condition Required Default Value Limits Description prize EzDrawnPrize ✓ PrizeThe prize that this probability corresponds to, including its ID and acquire actions. rate float ✓ 0 ~ 1.</description>
    </item>
    <item>
      <title>GS2-Matchmaking SDK for Game Engine API Reference</title>
      <link>/api_reference/matchmaking/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/matchmaking/game_engine/</guid>
      <description>Models EzGathering Gathering&#xA;An entity representing a group of game players brought together by matchmaking. It has multiple parameters for matchmaking, and the players are grouped based on the totality of the parameters. Players join a Gathering by specifying their role, attributes, and optionally a blacklist of users they do not wish to play with. Joining is validated against attribute range requirements, role capacity limits, and whitelist restrictions (allowUserIds). When all role slots are filled to capacity, the Gathering is considered complete and matchmaking finishes.</description>
    </item>
    <item>
      <title>GS2-MegaField SDK for Game Engine API Reference</title>
      <link>/api_reference/mega_field/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/mega_field/game_engine/</guid>
      <description>Models EzSpatial Spatial&#xA;Type Condition Required Default Value Limits Description userId string ✓ ~ 128 chars User ID areaModelName string ✓ ~ 128 chars Area name layerModelName string ✓ ~ 128 chars Layer name position EzPosition ✓ Position vector EzVector ✓ Vector Related methods: update - Send position EzAreaModel Area divides space, and different areas can be treated as different spaces even if they have the same coordinates.&#xA;Type Condition Required Default Value Limits Description name string ✓ ~ 128 chars Area Model name metadata string ~ 2048 chars MetadataArbitrary values can be set in the metadata.</description>
    </item>
    <item>
      <title>GS2-Mission SDK for Game Engine API Reference</title>
      <link>/api_reference/mission/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/mission/game_engine/</guid>
      <description>Models EzComplete Mission Completion Status&#xA;Tracks a user&amp;rsquo;s mission completion and reward receipt status for a specific mission group. Maintains separate lists for accomplished task names and reward-received task names, distinguishing between tasks that have been completed and those whose rewards have actually been claimed.&#xA;Type Condition Required Default Value Limits Description missionGroupName string ✓ ~ 128 chars Mission Group NameThe name of the mission group that this completion record belongs to.</description>
    </item>
    <item>
      <title>GS2-Money SDK for Game Engine API Reference</title>
      <link>/api_reference/money/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/money/game_engine/</guid>
      <description>Models EzWallet Wallet&#xA;Currency in the wallet is managed separately for currency purchased for a fee and currency obtained for free. Currency purchased for a fee is further managed by the unit price at the time of purchase, allowing for refunds in the event of service termination, or to determine if the balance is sufficient to meet the requirements of the Funds Settlement Act.&#xA;The wallet has slots and each slot has a different balance.</description>
    </item>
    <item>
      <title>GS2-Money2 SDK for Game Engine API Reference</title>
      <link>/api_reference/money2/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/money2/game_engine/</guid>
      <description>Models EzWallet Wallet&#xA;Currency in the wallet is managed separately for currency purchased for a fee and currency obtained for free. Currency purchased for a fee is further managed by the unit price at the time of purchase, allowing for refunds in the event of service termination, or to determine if the balance is sufficient to meet the requirements of the Funds Settlement Act.&#xA;The wallet has slots and each slot has a different balance.</description>
    </item>
    <item>
      <title>GS2-News SDK for Game Engine API Reference</title>
      <link>/api_reference/news/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/news/game_engine/</guid>
      <description>Models EzNews News Article&#xA;Represents a single news article generated from Hugo site data. Each article belongs to a section and content path, and has a title, timestamp, and front matter metadata. Articles can optionally be linked to a GS2-Schedule event to control their display period. The front matter contains additional metadata in JSON format, including an optional weight field for controlling display order.&#xA;Type Condition Required Default Value Limits Description section string ✓ ~ 1024 chars Section NameThe section (category) to which this article belongs, corresponding to the Hugo content directory structure.</description>
    </item>
    <item>
      <title>GS2-Quest SDK for Game Engine API Reference</title>
      <link>/api_reference/quest/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/quest/game_engine/</guid>
      <description>Models EzProgress Quest Progress&#xA;It is created at the beginning of the quest and deleted at the end.&#xA;When you exit the application in the middle of an in-game, this data will remain. It is possible to resume the game from the ongoing quest information maintained by the entity.&#xA;Type Condition Required Default Value Limits Description progressId string * ~ 1024 chars Quest Progress GRN * Set automatically by the server transactionId string ✓ UUID ~ 36 chars Transaction IDUnique identifier for the quest transaction.</description>
    </item>
    <item>
      <title>GS2-Ranking SDK for Game Engine API Reference</title>
      <link>/api_reference/ranking/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/ranking/game_engine/</guid>
      <description>Models EzScore Score&#xA;Holds the registered scores for each game player per category. Each score entry is identified by a unique ID and associated with a category and scorer user. In sum mode, new scores are added to the existing total via the AddScore operation rather than creating separate entries. Scores outside the category&amp;rsquo;s minimum/maximum range are rejected at registration.&#xA;Type Condition Required Default Value Limits Description categoryName string ✓ ~ 128 chars Category Name userId string ✓ ~ 128 chars User ID uniqueId string ✓ UUID ~ 36 chars Unique IDA UUID that uniquely identifies this score entry.</description>
    </item>
    <item>
      <title>GS2-Ranking2 SDK for Game Engine API Reference</title>
      <link>/api_reference/ranking2/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/ranking2/game_engine/</guid>
      <description>Models EzGlobalRankingData Global Ranking&#xA;Represents a ranked entry in the global ranking for a specific season. Contains the user&amp;rsquo;s score, 0-based index (sorted position), and 1-based rank (which accounts for ties). The rank is calculated as index + 1.&#xA;Type Condition Required Default Value Limits Description rankingName string ✓ ~ 128 chars Global Ranking Model nameGlobal Ranking Model-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.). season long ✓ 0 ~ 9223372036854775805 SeasonThe season number corresponding to the GS2-Schedule event repeat count.</description>
    </item>
    <item>
      <title>GS2-Realtime SDK for Game Engine API Reference</title>
      <link>/api_reference/realtime/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/realtime/game_engine/</guid>
      <description>Models EzRoom Room&#xA;Represents a dedicated game server instance for handling real-time communication in multiplayer matches. Room creation is asynchronous: after the request, the system provisions a server and assigns an IP address, port, and encryption key once the instance is ready. Clients should wait for the create notification (or poll) before attempting to connect. The encryption key is used to establish a secure communication channel between the game clients and the relay server.</description>
    </item>
    <item>
      <title>GS2-Schedule SDK for Game Engine API Reference</title>
      <link>/api_reference/schedule/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/schedule/game_engine/</guid>
      <description>Models EzTrigger Trigger&#xA;Defines the starting point for relative event scheduling, enabling per-player event periods. When a trigger is activated for a player, it records the activation time (triggeredAt) and an expiration time (expiresAt). Events configured with &amp;ldquo;relative&amp;rdquo; schedule type reference a trigger by name; the event period for that player starts from the trigger&amp;rsquo;s activation time and ends at its expiration. Triggers can be renewed (resetting createdAt and updating expiresAt) and are automatically cleaned up via TTL after expiration.</description>
    </item>
    <item>
      <title>GS2-SeasonRating SDK for Game Engine API Reference</title>
      <link>/api_reference/season_rating/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/season_rating/game_engine/</guid>
      <description>Models EzBallot Ballot&#xA;A voting ticket issued to each player for a specific match session. Contains the match context (season, session, number of players) and the player&amp;rsquo;s user ID. The ballot is signed by the server and returned to the player, who then fills in game results and submits it back as part of a WrittenBallot. During vote aggregation, ballots from all participants are compared via majority consensus to prevent result manipulation.</description>
    </item>
    <item>
      <title>GS2-SerialKey SDK for Game Engine API Reference</title>
      <link>/api_reference/serial_key/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/serial_key/game_engine/</guid>
      <description>Models EzSerialKey Serial Code&#xA;The serial code issued can be used only once. Serial codes are issued in the format &amp;ldquo;RPCLP-FP7N-NCDMJ-FLVA-IRI4&amp;rdquo; and the data length cannot be changed. Information on the type of campaign is also included within the serial code. When using the serial code, simply specify the namespace in which the serial code is to be used.&#xA;Type Condition Required Default Value Limits Description campaignModelName string ✓ ~ 128 chars Campaign nameThe name of the campaign model this serial code belongs to.</description>
    </item>
    <item>
      <title>GS2-Showcase SDK for Game Engine API Reference</title>
      <link>/api_reference/showcase/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/showcase/game_engine/</guid>
      <description>Models EzShowcase Showcase&#xA;A Showcase can define items for display. Additionally, the sales period for items on Showcase can be set.&#xA;Type Condition Required Default Value Limits Description name string ✓ ~ 128 chars Showcase nameShowcase-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.). metadata string ~ 2048 chars MetadataArbitrary values can be set in the metadata.Since they do not affect GS2’s behavior, they can be used to store information used in the game.</description>
    </item>
    <item>
      <title>GS2-SkillTree SDK for Game Engine API Reference</title>
      <link>/api_reference/skill_tree/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/skill_tree/game_engine/</guid>
      <description>Models EzStatus Status&#xA;Tracks the skill tree release state for a specific player and property. Maintains a list of released (unlocked) node names. Nodes can be released (added to the list), restrained (removed from the list), or reset (all cleared). Attempting to release an already-released node or restrain a non-released node results in an error. Auto-created when first accessed for a user.&#xA;Type Condition Required Default Value Limits Description statusId string * ~ 1024 chars Status GRN * Set automatically by the server userId string ✓ ~ 128 chars User ID releasedNodeNames List&amp;lt;string&amp;gt; [] 0 ~ 1000 items Released Node NamesList of node model names that the player has unlocked in this skill tree.</description>
    </item>
    <item>
      <title>GS2-Stamina SDK for Game Engine API Reference</title>
      <link>/api_reference/stamina/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/stamina/game_engine/</guid>
      <description>Models EzStamina Stamina&#xA;Stamina is a point that is recovered over time in real time. Generally, this stamina is used to limit the number of times a player can play a game per day and to allow the game provider to control the speed of game progression by allowing players to consume stamina to play the game.&#xA;Type Condition Required Default Value Limits Description staminaName string ✓ ~ 128 chars Stamina Model NameThe name of the StaminaModel that defines the recovery parameters, capacity, and table references for this stamina instance.</description>
    </item>
    <item>
      <title>GS2-StateMachine SDK for Game Engine API Reference</title>
      <link>/api_reference/state_machine/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/state_machine/game_engine/</guid>
      <description>Models EzStatus State Machine Status&#xA;Represents a running instance of a state machine for a specific user. Tracks the current execution state including variables, call stack for sub-state machines, transition count, and random number state. The status transitions through Running, Wait, Pass (success), and Error states.&#xA;Type Condition Required Default Value Limits Description statusId string * ~ 1024 chars Status of State Machine GRN * Set automatically by the server name string ✓ UUID ~ 36 chars Status nameMaintains a unique name for each status of state machine.</description>
    </item>
    <item>
      <title>GS2-Version SDK for Game Engine API Reference</title>
      <link>/api_reference/version/game_engine/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/api_reference/version/game_engine/</guid>
      <description>Models EzAcceptVersion Approved Version&#xA;Not a version tied to data, such as an app version or asset version. Used for entities that require version control on a per-user basis, such as a version of an agreed upon Terms of Use.&#xA;Type Condition Required Default Value Limits Description versionName string ✓ ~ 128 chars Version NameThe name of the version model that this approval record is associated with. Links the user&amp;rsquo;s approval to a specific version model definition.</description>
    </item>
    <item>
      <title>GS2 UIKit for Unity Tutorial</title>
      <link>/get_start/uikit/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/get_start/uikit/</guid>
      <description>The procedure is the same as the general tutorial until the middle of the tutorial.&#xA;Setup GS2&#xA;SDK setup&#xA;Create credentials (API keys)&#xA;Prepare resources for login process&#xA;Initialize client Create environment information First, create a ScriptableObject that defines the environment information.&#xA;Open the context menu in Project and create Create &amp;gt; Game Server Services &amp;gt; Core &amp;gt; Environment.&#xA;Create the ScriptableObject you created with create credential (API key) to the ScriptableObject you created.</description>
    </item>
    <item>
      <title>Implementing text chat using UI Kit</title>
      <link>/get_start/uikit/chat/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/get_start/uikit/chat/</guid>
      <description>UI Configuration First, let me show you an overview of the scene.&#xA;The message list is placed at the top of the screen, and the text input field and send button are placed at the bottom.&#xA;Context This section describes the placement of Context.&#xA;A is the room context for GS2-Chat.&#xA;B is the message list context of GS2-Chat.&#xA;C is the message context for GS2-Chat.&#xA;Explanation of implementation Obtaining a message list The room context is set to the information of the room created by GS2-Chat in advance.</description>
    </item>
    <item>
      <title>SDK setup</title>
      <link>/get_start/tutorial/setup_sdk/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/get_start/tutorial/setup_sdk/</guid>
      <description>This section details the installation process for the SDK for Game Engine, GS2 SDK for Unity or GS2 SDK for Unreal Engine 5.&#xA;GS2 SDK for Unity Install Instructions GS2 SDK for Unity Installer Version 2024.4.1&#xA;Download the installer in UnityPackege format from the link above.&#xA;Create a new Unity project or prepare an existing Unity project and open it in the Unity Editor.&#xA;Gs2-unity-installer is available from the menu &amp;ldquo;Assets &amp;gt; Import Package &amp;gt; Custum Packages&amp;hellip;&amp;rdquo;.</description>
    </item>
    <item>
      <title>GS2-SDK for UE5 Blueprint Tutorial</title>
      <link>/get_start/blueprint/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/get_start/blueprint/</guid>
      <description>The procedure is the same as in the general tutorial up to the halfway point.&#xA;GS2 setup&#xA;SDK setup&#xA;Create credentials (API keys)&#xA;Prepare resources for login process&#xA;Initialize client Create a GS2::Core::Action::Initialize node and set clientId / clientSecret / region to connect to. Set clientId / clientSecret to the values you created in Create Credential (API Key).&#xA;OnSuccess is called if initialization succeeds, and OnError is called if it fails.</description>
    </item>
    <item>
      <title>Implement item inventory using UI Kit</title>
      <link>/get_start/uikit/inventory/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/get_start/uikit/inventory/</guid>
      <description>UI Configuration First, let me show you the scene as a whole.&#xA;The upper part of the screen shows the inventory capacity usage, the list of possessed items is in the center, and the buttons to obtain items are at the bottom.&#xA;Context This section describes the placement of Context.&#xA;A is the inventory context for GS2-Inventory.&#xA;B is the item list context for GS2-Inventory.&#xA;C is the item context in GS2-Inventory.</description>
    </item>
    <item>
      <title>Implementation</title>
      <link>/get_start/tutorial/coding/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/get_start/tutorial/coding/</guid>
      <description>This section explains the minimum implementation for creating an account and logging in using the GS2 SDK.&#xA;For complete code for each platform, please check the Full Sample Code.&#xA;About Implementation in Unity The Unity SDK uses Coroutines for asynchronous processing. The following code examples are intended to be executed within a Coroutine (a method that returns IEnumerator). Initialize GS2 SDK Game Engine: Unity Unreal Engine // Setup variables var clientId = &#34;</description>
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