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GLOSSARY

Metaplay terminology

Definitions for key concepts in Metaplay and live service game development.

A

A/B Testing

A method for comparing two or more variants of game features, configs, or experiences to determine which performs better. Metaplay supports A/B testing through experiments and player segments.

Action

An atomic operation that modifies player state. Actions run on both client (for prediction) and server (for validation). They must be deterministic to ensure consistent results.

Actor Model

The concurrency model used by Metaplay's game server. Each entity (player, guild) runs as an independent actor, enabling horizontal scaling without shared state.

Analytics Events

Game-defined events that are logged for analysis. Analytics events can be streamed to external storage like BigQuery or S3 for processing and visualization.

Auto-Renewing Subscriptions

Subscription purchases that automatically renew on a recurring basis. Metaplay provides server-side validation and management of subscription states, including renewal tracking and expiration handling.

Related:In-App PurchasesSubscriptions
B

BigQuery

Google's data warehouse service that can be used to store and analyze analytics events from Metaplay games. Supports streaming data export for real-time analytics.

BotClient

A headless client system for load testing and automated testing. BotClient allows you to simulate many concurrent players to test server performance and game logic.

Related:TestingLoad Testing

Broadcasts

In-game messages sent to players through the LiveOps Dashboard. Broadcasts can be targeted to specific player segments and scheduled for delivery.

C

Client Patches

Client-only hotfixes that can be deployed without a full app store update. The server controls which client patch versions are accepted, allowing for staged rollouts.

Client-Side Prediction

The technique of running game logic locally on the client for instant feedback, while the server validates and can override the results. Enables responsive gameplay in a server-authoritative model.

Commit ID Check

A mechanism to prevent clients built from different source code versions from connecting to the server. Ensures client-server compatibility and prevents version mismatches.

D

Database Scan Jobs

Operations that scan all entities of a type in the database to perform bulk operations. Used for migrations, analytics, and maintenance tasks.

Deterministic Collections

Collections that maintain a consistent iteration order across all platforms and instances. Required for deterministic game logic. Examples include MetaDictionary and OrderedSet.

Deterministic Execution

The requirement that game logic produces identical results on both client and server. Achieved through fixed-point math, deterministic collections, and seeded random number generation.

Dynamic Scaling

The ability to automatically adjust the number of server nodes based on backend load. Metaplay supports dynamic scaling for workload entities to handle traffic spikes.

Related:Cluster TopologyEntity Shard Group
E

Entity

A persistent game object managed by the server. Players and Guilds are built-in entity types. Custom entities can be created for game-specific needs like matches or chat rooms.

EntityAsk

A request-response pattern for entity-to-entity communication. Provides synchronous communication with timeout handling and error propagation. The response bypasses the normal message queue.

Entity Export/Import

The ability to export entities (players, guilds) from the database and import them into another environment. Used for testing, debugging, and player support.

EntityKind

The type classification for entities. Built-in kinds include Player and Guild. Each EntityKind defines its own state model, actions, and server-side behavior.

Entity Shard Group

Groups that determine the initialization order of entities. BaseServices initializes first, followed by ServiceProxies, then Workloads. Most entities use the Workloads group.

EntitySubscribe

A pub-sub pattern for entity-to-entity communication. Entities can subscribe to topics published by other entities, enabling real-time notifications and event distribution.

EntitySynchronize

A context for coordinated multi-message exchanges between two entities. Allows entities to perform operations in a well-defined order with stronger guarantees than individual messages.

Ephemeral Entity

An entity that exists only while running. Its state is not persisted, and the entity is removed from the system when it stops. Used for temporary service entities.

Environment Configs

Client-side configuration that varies by environment (dev, staging, production). Includes server endpoints and other environment-specific values. Configured separately from game configs.

Related:GameConfig

Experiments

Controlled studies of how changes to game configs affect players. Experiments assign players to variants and track results for statistical analysis. Used for A/B testing.

F

Fixed-Point Math

Numerical calculations using fixed-point arithmetic instead of floating-point. Ensures deterministic results across platforms. Metaplay provides F32 and F64 fixed-point types.

G

GameConfig

Type-safe static game data (items, levels, balancing) that can be updated over-the-air without a client update. Supports validation, versioning, and multiple source formats.

GameConfig Archive

A file containing a collection of GameConfig Libraries as binary serialized data. Archives group related configs as a single atomic unit for distribution and deployment.

GameConfigLibrary

The collection of all GameConfig data for a game. Contains multiple config sheets (items, rewards, etc.) and handles loading, validation, and hot-swapping.

Related:GameConfig

GDPR Compliance

Features for complying with the General Data Protection Regulation. Includes player data export for data portability requests and player account deletion capabilities.

Related:Player DeletionData Export

Guild

A built-in entity type for player groups or alliances. Metaplay provides a framework for implementing guilds with features like invites, member management, and guild-specific state.

GuildModel

The server-authoritative data structure containing all guild state. Similar to PlayerModel but for guild entities. Modified through guild-specific actions.

I

In-App Purchases (IAP)

Purchases made within the game, validated server-side. Metaplay supports purchases from Apple App Store, Google Play, Steam, and custom stores. Includes purchase validation and receipt handling.

In-Game Events

Time-limited events that can be configured and scheduled through the LiveOps Dashboard. Events support player segment targeting and calendar-based activation.

In-Game Mail

A messaging system for sending messages and rewards to players. Can be configured through the LiveOps Dashboard and supports player segment targeting.

In-Game Offers

Promotional offers that can be configured and scheduled through the LiveOps Dashboard. Offers can be targeted to specific player segments and include dynamic pricing.

L

Leagues

A season-based leaderboard system that matches players against opponents of similar rank. Supports progression, competition, and rewards based on performance.

LiveOps Dashboard

The web-based administration interface for managing your live game. Used for player support, config editing, A/B testing, event scheduling, and analytics.

LiveOps Events

Config-driven events that can be scheduled and configured via the LiveOps Dashboard. Events support player segment targeting, calendar-based schedules, and dynamic content.

LiveOps Timeline

A timeline view in the LiveOps Dashboard for monitoring and interacting with time-related items like events, offers, and maintenance windows.

Load Balancing

The distribution of entity workload across server nodes. Metaplay provides tools for balancing load between nodes and configuring cluster topology for optimal performance.

Related:Dynamic ScalingCluster Topology

Localization

The process of translating game content into multiple languages. Metaplay's localization system supports config-driven translations that can be updated over-the-air.

Logic Version

A mechanism for evolving game logic while maintaining backward compatibility. Logic versions allow different code paths based on when a player's state was created.

M

Matchmaking

The process of pairing players for multiplayer sessions. Metaplay provides both synchronous and asynchronous matchmaking systems with customizable algorithms.

Related:Async MatchmakerMultiplayer

MetaplayClient

The Unity client-side component that manages connection to the game server, state synchronization, and action execution.

MetaRewards

Built-in reward classes for common game currencies and items. Provides type-safe reward handling and simplifies reward distribution logic.

Related:PlayerModel

MetaTime

Metaplay's deterministic time class. Replaces System.DateTime to ensure consistent time representation across client and server. Essential for deterministic execution.

Model Inspector

A Unity editor window that displays the current model's properties while in Play Mode. Useful for debugging and inspecting player state during development.

Related:PlayerModel

Multiplayer Entities

Custom entities designed for multiplayer game features. Enable real-time synchronization between multiple players in shared game sessions.

N

Node Set Placement

Configuration that determines which cluster nodes an entity type should run on. Options include Service (singleton entities), Logic (scalable entities), and All (all nodes).

O

Over-the-Air Updates

The ability to push game changes (configs, events, offers) to live players without an app store update. Changes take effect when players next connect to the server.

P

Persisted Entity

An entity whose state is stored in the database when not running. The entity can be woken up on demand and will restore its state. Players and Guilds are persisted entities.

Player Banning

The ability to ban players from accessing the game. Metaplay provides infrastructure for implementing player bans with customizable ban logic and appeal processes.

Related:PlayerModel

Player Deletion

The process of permanently deleting a player's account and data. Required for GDPR compliance. Metaplay handles most of the deletion logic with customization hooks.

Player IP Geolocation

Server-side detection of player geographic location based on IP address. Useful for region-based features, compliance, and analytics.

Related:PlayerModel

Player Segments

Dynamic player groups based on attributes or behavior. Used for targeting content, offers, and experiments to specific audiences.

Related:A/B TestingTargeting

PlayerModel

The core data structure representing all server-authoritative player state. Automatically serialized, persisted, and migrated. Modified through Actions.

Push Notifications

Notifications sent to players' devices outside of the game. Can be configured through the LiveOps Dashboard and targeted to specific player segments.

R

RandomPCG

Metaplay's deterministic random number generator. Provides high-quality RNG with a tiny memory footprint and ensures identical random sequences on client and server.

Runtime Options

Configuration data that varies by environment and deployment. Set through multiple sources including environment variables, config files, and cloud platform secrets.

S

Sandbox Purchases

Test purchases made in sandbox environments (e.g., Apple's sandbox test environment). Metaplay can be configured to accept sandbox purchases for testing purposes.

Related:In-App Purchases

Schema Migration

The process of evolving data structures over time. Metaplay automatically handles adding new fields and supports custom migration code for complex changes.

Server-Authoritative

The architecture where the server is the single source of truth for game state. Players cannot modify their state client-side; all changes go through server validation.

Session

An active connection between a game client and the server. Sessions handle message routing, reconnection, and maintain client-server state consistency.

Sharding Strategy

Configuration that determines how entities are distributed across cluster nodes. Options include SingletonService, DynamicService, MultiService, StaticSharded, and Manual.

Related:Entity Shard GroupCluster Topology

Social Logins

Authentication methods that use external platforms like Apple Game Center, Google Sign-In, Facebook Login, or Steam. Metaplay provides integration for multiple social login providers.

Related:AccountsAuthentication

Subscriptions

Recurring purchases that provide ongoing access to content or features. Metaplay supports auto-renewing subscriptions with server-side validation and state management.

Related:Auto-Renewing SubscriptionsIn-App Purchases
T

Testing

Metaplay provides multiple testing frameworks including .NET unit tests, Playwright tests for the LiveOps Dashboard, system tests, and BotClient for load testing.

Related:BotClientPlaywright

Tick

A unit of logical time in Metaplay. Ticks provide deterministic time progression independent of wall-clock time, ensuring consistent simulation results.

Related:Action

Time Skip

A testing feature that allows setting the server's time to the future. Useful for testing scheduled events, timers, and time-based game logic without waiting.

Related:Testing
U

UDP Passthrough

The ability to implement a UDP server embedded within a Metaplay backend. Useful for real-time multiplayer games requiring low-latency UDP communication.

Related:MultiplayerConnection Management

Learn more in the docs

Each concept is covered in depth in our documentation with examples and best practices.

Explore documentation