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Storage (Construct 3)

The plugin exposes local (per device) and cloud (follows the player across devices) storage as event‑sheet actions. Pick based on what the data means — see when to use local vs. cloud below.

Action:    FRVR SDK → Set local item ("coins", Coins)
Action:    FRVR SDK → Get local item ("coins")

Trigger:   FRVR SDK → On local item loaded
Condition: (sub)  FRVR SDK → LastKey = "coins"
Action:    System → Set Coins to FRVR.SDK.LastValue
  • Set local item fires and forgets.
  • Get local item is async — you respond to the On local item loaded trigger, branching on LastKey to route each value to the right variable.

Same shape, cloud verbs:

Action:    FRVR SDK → Set cloud item ("save", SaveJson)
Action:    FRVR SDK → Get cloud item ("save")

Trigger:   FRVR SDK → On cloud item loaded
Condition: (sub)  FRVR SDK → LastKey = "save"
Action:    System → Call function "LoadGameFromJson" with (FRVR.SDK.LastValue)

Cloud storage is keyed off the player’s FRVR auth session — it follows them across devices and channels.

Use local when…Use cloud when…
Data is cheap to regenerateLosing it would ruin the player’s progress
It’s device‑specific (mute, graphics setting)It should follow the player everywhere
You don’t need the player logged inThe player has a FRVR auth session

Game saves, unlocks, and IAP‑granted content belong in cloud. Preferences and caches belong in local.

A missing cloud read can mean: new player, auth isn’t resolved yet, or transient network blip. Don’t immediately overwrite with a fresh state — debounce or re‑check before assuming it’s a genuinely new account.

Trigger:   FRVR SDK → On cloud item loaded
Condition: FRVR SDK → LastKey = "save"
Condition: FRVR SDK → LastValue = ""
  System → Wait 2 seconds
  FRVR SDK → Get cloud item ("save")   ← retry once before concluding it's really empty