Unity

Set Custom User Data:

You can store your custom serialized classes in our database:

using UnityEngine;
using RGN.Modules.GameProgress;

[System.Serializable]
public class CustomUserData
{
    public int HitPoints;
    public int RegenerateHealth;
    public int HealthRegenDelay;
    public int HealthRegenRate;
    public string SomeString;
    public string[] Bookmarks;
    public float Health;
}

public class GameProgressExamples : MonoBehaviour
{
    public async void StoreCustomDataAsync()
    {
        var customData = new CustomUserData()
        {
            HitPoints = 10,
            RegenerateHealth = 10,
            HealthRegenDelay = 39,
            SomeString = "Hello World",
            Bookmarks = new string[] { "bookmark_1", "bookmark_2" },
            Health = 3.14f
        };
        UpdateUserLevelResponseData<CustomUserData> customUserData = await GameProgressModule.I.UpdateUserProgressAsync(customData, null);
        Debug.Log($"Updated hit points : "+ customUserData.playerProgress.HitPoints);
    }
}

Get Custom User Data:

You can get your custom serialized classes in our database:

using UnityEngine;
using RGN.Modules.GameProgress;

[System.Serializable]
public class CustomUserData
{
    public int HitPoints;
    public int RegenerateHealth;
    public int HealthRegenDelay;
    public int HealthRegenRate;
    public string SomeString;
    public string[] Bookmarks;
    public float Health;
}

public class GameProgressExamples : MonoBehaviour
{
    public async void GetCustomDataAsync()
    {
        var customUserData = await GameProgressModule.I.GetUserProgressAsync<CustomUserData>();
        Debug.Log($"Retrieved hit points : "+ customUserData.playerProgress.HitPoints);
    }
}