Instant Games

Instant Games SDK v7.1

Updated: Apr 7, 2026
Copy for LLM

Changelog

  1. Adding APIs for apps to render video content natively

FBInstant (Core)

Represents the type of section to include. All section types may include both

getLocale()

The current locale. See https://lookaside.facebook.com/developers/resources/?id=FacebookLocales.xml for a complete list of supported locale values. Use this to determine what languages the current game should be localized with. The value will not be accurate until FBInstant.initializeAsync() resolves.
Returns:string — The current locale.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var locale = FBInstant.getLocale(); // 'en_US'

getPlatform()

The platform on which the game is currently running. The value will always be null until FBInstant.initializeAsync() resolves.
Returns:?Platform — The platform on which the game is running.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var platform = FBInstant.getPlatform(); // 'IOS'

getSDKVersion()

The string representation of this SDK version.
Returns:string — The SDK version.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var sdkVersion = FBInstant.getSDKVersion(); // '2.0'

initializeAsync()

Initializes the SDK library. This should be called before any other SDK functions.
Returns:Promise — A promise that resolves when the SDK is ready to use.
Throws:
  • INVALID_OPERATION
Example:
FBInstant.initializeAsync().then(function() {
  // Many properties will be null until the initialization completes.
  // This is a good place to fetch them:
  var locale = FBInstant.getLocale(); // 'en_US'
  var platform = FBInstant.getPlatform(); // 'IOS'
  var sdkVersion = FBInstant.getSDKVersion(); // '3.0'
  var playerID = FBInstant.player.getID();
});

setLoadingProgress()

Report the game’s initial loading progress.
Parameters:
ParameterTypeDescription
percentage
number
A number between 0 and 100.
Example:
FBInstant.setLoadingProgress(50); // Assets are 50% loaded

getSupportedAPIs()

Provides a list of API functions that are supported by the client.
Returns:Array<string> — List of API functions that the client explicitly supports.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
FBInstant.getSupportedAPIs();
// ['getLocale', 'initializeAsync', 'player.getID', 'context.getType', ...]

getEntryPointData()

Returns any data object associated with the entry point that the game was launched from.
The contents of the object are developer-defined, and can occur from entry points on different platforms. This will return null for older mobile clients, as well as when there is no data associated with the particular entry point.
This function should be called after FBInstant.initializeAsync() resolves.
Returns:?Object — Data associated with the current entry point.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
const entryPointData = FBInstant.getEntryPointData();

getEntryPointAsync()

Returns the entry point that the game was launched from.
This function should not be called until FBInstant.startGameAsync has resolved.
Returns:string — The name of the entry point from which the user started the game
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
FBInstant.getEntryPointAsync().then(entrypoint => console.log(entrypoint));
// 'admin_message'

setSessionData()

Sets the data associated with the individual gameplay session for the current context.
This function should be called whenever the game would like to update the current session data. This session data may be used to populate a variety of payloads, such as game play webhooks.
Parameters:
ParameterTypeDescription
sessionData
Object
An arbitrary data object, which must be less than or equal to 1000 characters when stringified.
Example:
FBInstant.setSessionData({coinsEarned: 10, eventsSeen: ['start', ...]});

startGameAsync()

This indicates that the game has finished initial loading and is ready to start. Context information will be up-to-date when the returned promise resolves.
Returns:Promise — A promise that resolves when the game should start.
Throws:
  • INVALID_PARAM
  • CLIENT_UNSUPPORTED_OPERATION
Example:
FBInstant.startGameAsync().then(function() {
  myGame.start();
});

graphApi

Contains functions and properties related to Graph APIs

achievement

[IN CLOSED BETA] Contains functions and properties related to in-game achievements.

inviteAsync()

This invokes a dialog to let the user invite one or more people to the game. A blob of data can be attached to the invite which every game session launched from the invite will be able to access from FBInstant.getEntryPointData(). This data must be less than or equal to 1000 characters when stringified. The user may choose to cancel the action and close the dialog, and the returned promise will resolve when the dialog is closed regardless of whether the user actually invited people or not. The sections included in the dialog can be customized by using the sections parameter. This can specify which sections to include, how many results to include in each section, and what order the sections should appear in. The last section will include as many results as possible. If no sections are specified, the default section settings will be applied. The filters parameter allows for filtering the results. If no results are returned when the filters are applied, the results will be generated without the filters.
Parameters:
ParameterTypeDescription
payload
Specify what to share. See example for details.
Returns:Promise — A promise that resolves when the share is completed or cancelled.
Throws:
  • INVALID_PARAM
  • NETWORK_FAILURE
  • PENDING_REQUEST
  • CLIENT_UNSUPPORTED_OPERATION
  • INVALID_OPERATION
Example:
FBInstant.inviteAsync({
  image: base64Picture,
  text: {
    default: 'X just invaded Y\'s village!',
    localizations: {
      ar_AR: 'X \u0641\u0642\u0637 \u063A\u0632\u062A ' +
        '\u0642\u0631\u064A\u0629 Y!',
      en_US: 'X just invaded Y\'s village!',
      es_LA: '\u00A1X acaba de invadir el pueblo de Y!'
    }
  },
  data: { myReplayData: '...' }
}).then(function() {
  // continue with the game.
});
FBInstant.inviteAsync({
  image: base64Picture,
  text: {
    default: 'X just invaded Y\'s village!',
    localizations: {
      ar_AR: 'X \u0641\u0642\u0637 \u063A\u0632\u062A ' +
        '\u0642\u0631\u064A\u0629!',
      en_US: 'X just invaded Y\'s village!',
      es_LA: '\u00A1X acaba de invadir el pueblo de Y!'
    }
  },
  cta: {
    default: 'Join the fight!',
    localizations: {
      ar_AR: '\u0627\u0646\u0636\u0645 \u0625\u0644\u0649' +
        '\u0627\u0644\u0642\u062A\u0627\u0644!',
      en_US: 'Join the fight!',
      es_LA: '\u00A1\u00DAnete a la pelea!'
    }
  },
  dialogTitle: {
    default: 'Enlist your friends',
    localizations: {
      ar_AR: '\u062D\u0634\u062F \u0623\u0635\u062F\u0642' +
        '\u0627\u0621\u0643',
      en_US: 'Enlist your friends',
      es_LA: 'Alistar a tus amigos'
    }
  },
  filters: ['NEW_CONTEXT_ONLY', 'EXISTING_PLAYERS_ONLY'],
  sections: [
    {sectionType: 'GROUPS', maxResults: 2},
    {sectionType: 'USERS'}
  ],
  data: { myReplayData: '...' }
}).then(function() {
  // continue with the game.
});

shareAsync()

This invokes a dialog to let the user share specified content, as a post on the user’s timeline, for example. A blob of data can be attached to the share which every game session launched from the share will be able to access from FBInstant.getEntryPointData(). This data must be less than or equal to 1000 characters when stringified. The user may choose to cancel the share action and close the dialog, and the returned promise will resolve when the dialog is closed regardless if the user actually shared the content or not.
Parameters:
ParameterTypeDescription
payload
Specify what to share. See example for details.
Returns:Promise — A promise that resolves when the share is completed or cancelled.
Throws:
  • INVALID_PARAM
  • NETWORK_FAILURE
  • PENDING_REQUEST
  • CLIENT_UNSUPPORTED_OPERATION
  • INVALID_OPERATION
Example:
FBInstant.shareAsync({
  image: base64Picture,
  text: 'X is asking for your help!',
  data: { myReplayData: '...' },
  shareDestination: ['NEWSFEED', 'GROUP', 'COPY_LINK', 'MESSENGER']
  switchContext: false,
}).then(function() {
  // continue with the game.
});

registerScreenshotProvider()

This registers a callback function that will get called when the user attempts to capture a screenshot of the game. Through the callback, the game can pass an image along with metadata that associates the screenshot. Users will then have the option to share the screenshot, or save it to their library.
Parameters:
ParameterTypeDescription
provideer
Specify the callback function that gets called when the user attempts to capture a screenshot.
Throws:
  • INVALID_PARAM
  • CLIENT_UNSUPPORTED_OPERATION
  • INVALID_OPERATION
Example:
FBInstant.registerScreenshotProvider(function (submitAsync) {
  submitAsync({
    image: myBase64Image,
    text: 'my awesome screenshot',
    data: { custom_field: 'my awesome data' }
  }).then(function () {
    resumeGame();
  }).catch(function (error) {
    log(error);
  });
});

shareLinkAsync()

This invokes a dialog that contains a custom game link that users can copy to their clipboard, or share. A blob of data can be attached to the custom link - game sessions initiated from the link will be able to access the data through FBInstant.getEntryPointData(). This data should be less than or equal to 1000 characters when stringified. The provided text and image will be used to generate the link preview, with the game name as the title of the preview. The text is recommended to be less than 44 characters. The image is recommended to either be a square or of the aspect ratio 1.91:1. The returned promise will resolve when the dialog is closed regardless if the user actually shared the link or not.
Parameters:
ParameterTypeDescription
payload
Specify the payload for the custom link. See example for details.
Returns:Promise — A promise that resolves when the share is completed or cancelled.
Throws:
  • INVALID_PARAM
  • NETWORK_FAILURE
  • PENDING_REQUEST
  • INVALID_OPERATION
Example:
FBInstant.shareLinkAsync({
  image: base64Picture,
  text: 'Come check out what Joe has built!',
  data: { customData: '...' },
}).then(function() {
  // continue with the game.
});

updateAsync()

Informs Facebook of an update that occurred in the game. This will temporarily yield control to Facebook and Facebook will decide what to do based on what the update is. The returned promise will resolve/reject when Facebook returns control to the game.
Parameters:
ParameterTypeDescription
payload
A payload that describes the update.
Returns:Promise — A promise that resolves when Facebook gives control back to the game.
Throws:
  • INVALID_PARAM
  • PENDING_REQUEST
  • INVALID_OPERATION
Example:
// This will post a custom update. When people launch the game from this
// message, those game sessions will be able to access the specified blob
// of data through FBInstant.getEntryPointData().
FBInstant.updateAsync({
  action: 'CUSTOM',
  cta: 'Join The Fight',
  image: base64Picture,
  text: {
    default: 'X just invaded Y\'s village!',
    localizations: {
      ar_AR: 'X \u0641\u0642\u0637 \u063A\u0632\u062A ' +
      '\u0642\u0631\u064A\u0629 Y!',
      en_US: 'X just invaded Y\'s village!',
      es_LA: '\u00A1X acaba de invadir el pueblo de Y!',
    }
  }
  template: 'VILLAGE_INVASION',
  data: { myReplayData: '...' },
  strategy: 'IMMEDIATE',
  notification: 'NO_PUSH',
}).then(function() {
  // closes the game after the update is posted.
  FBInstant.quit();
});

switchGameAsync()

Request that the client switch to a different Instant Game. The API will reject if the switch fails - else, the client will load the new game.
Parameters:
ParameterTypeDescription
appID
string
The Application ID of the Instant Game to switch to. The application must be an Instant Game, and must belong to the same business as the current game. To associate different games with the same business, you can use Business Manager: https://developers.facebook.com/docs/apps/business-manager#update-business.
data
Object(optional)
An optional data payload. This will be set as the entrypoint data for the game being switched to. Must be less than or equal to 1000 characters when stringified.
Throws:
  • USER_INPUT
  • INVALID_PARAM
  • PENDING_REQUEST
  • CLIENT_REQUIRES_UPDATE
Example:
FBInstant.switchGameAsync('12345678').catch(function (e) {
  // Handle game change failure
});
FBInstant.switchGameAsync(
  '12345678',
  {referrer: 'game_switch', reward_coins: 30},
).catch(function (e) {
  // Handle game change failure
});

canSwitchNativeGameAsync()

Utility function to check if the current player can call switchNativeGameAsync()
Returns:Promise<boolean> — if the player can call switchNativeGameAsync

switchNativeGameAsync()

Request that the client switch to its Native (Android/iOS) Game. The API will reject if the switch fails - else, the client will open the Game or Store.
Parameters:
ParameterTypeDescription
data
Object(optional)
An optional data payload. This will be set as the entrypoint data for the game being switched to. Must be less than or equal to 1000 characters when stringified.

canCreateShortcutAsync()

Returns whether or not the user is eligible to have shortcut creation requested.
Will return false if createShortcutAsync was already called this session or the user is ineligible for shortcut creation.
Returns:Promise<boolean> — Promise that resolves with true if the game can request the player create a shortcut to the game, and false otherwise
Throws:
  • PENDING_REQUEST
  • CLIENT_REQUIRES_UPDATE
  • INVALID_OPERATION
Example:
FBInstant.canCreateShortcutAsync()
  .then(function(canCreateShortcut) {
    if (canCreateShortcut) {
      FBInstant.createShortcutAsync()
        .then(function() {
          // Shortcut created
        })
        .catch(function() {
          // Shortcut not created
        });
    }
  });

createShortcutAsync()

Prompts the user to create a shortcut to the game if they are eligible to Can only be called once per session. (see canCreateShortcutAsync)
Throws:
  • USER_INPUT
  • PENDING_REQUEST
  • CLIENT_REQUIRES_UPDATE
  • INVALID_OPERATION
Example:
FBInstant.canCreateShortcutAsync()
  .then(function(canCreateShortcut) {
    if (canCreateShortcut) {
      FBInstant.createShortcutAsync()
        .then(function() {
          // Shortcut created
        })
        .catch(function() {
          // Shortcut not created
        });
    }
  });

quit()

Quits the game.
Example:
FBInstant.quit();

onPause()

Set a callback to be fired when a pause event is triggered (when the user switches away from the window/tab on desktop or when the user switches apps on mobile).
Parameters:
ParameterTypeDescription
func
Function
A function to call when a pause event occurs.
Example:
FBInstant.onPause(function() {
  console.log('Pause event was triggered!');
  pauseGameplay();
})

hideBannerAdAsync()

Attemp to hide a banner ad.
Returns:Promise — A promise that resolves after the ad is hidden.
Throws:
  • CLIENT_UNSUPPORTED_OPERATION
Example:
FBInstant.hideBannerAdAsync();

getInterstitialAdAsync()

Attempt to create an instance of interstitial ad. This instance can then be preloaded and presented.
Parameters:
ParameterTypeDescription
placementID
string
The placement ID that’s been setup in your Audience Network settings.
Returns:Promise — A promise that resolves with a AdInstance, or rejects with a APIError if it couldn’t be created.
Throws:
  • ADS_TOO_MANY_INSTANCES
  • CLIENT_UNSUPPORTED_OPERATION
Example:
FBInstant.getInterstitialAdAsync(
  'my_placement_id'
).then(function(interstitial) {
  interstitial.getPlacementID(); // 'my_placement_id'
});

isAdBreakTest()

Check if the user is in the ad break testing group
Returns:boolean — true if the user is in the ad break testing group

getRewardedVideoAsync()

Attempt to create an instance of rewarded video. This instance can then be preloaded and presented.
Parameters:
ParameterTypeDescription
placementID
string
The placement ID that’s been setup in your Audience Network settings.
Returns:Promise — A promise that resolves with a AdInstance, or rejects with a APIError if it couldn’t be created.
Throws:
  • ADS_TOO_MANY_INSTANCES
  • CLIENT_UNSUPPORTED_OPERATION
Example:
FBInstant.getRewardedVideoAsync(
  'my_placement_id'
).then(function(rewardedVideo) {
  rewardedVideo.getPlacementID(); // 'my_placement_id'
});

checkCanPlayerMatchAsync()

Checks if the current player is eligible for the matchPlayerAsync API.
Returns:Promise<boolean> — A promise that resolves with true if the player is eligible to match with other players and false otherwise.
Throws:
  • NETWORK_FAILURE
  • CLIENT_UNSUPPORTED_OPERATION
Example:
FBInstant
  .checkCanPlayerMatchAsync()
  .then(canMatch => {
    if (canMatch) {
      FBInstant.matchPlayerAsync('level1');
    }
  });

getLeaderboardAsync()

Fetch a specific leaderboard belonging to this Instant Game.
Parameters:
ParameterTypeDescription
name
string
The name of the leaderboard. Each leaderboard for an Instant Game must have its own distinct name.
Returns:Promise<Leaderboard> — A promise that resolves with the matching leaderboard, rejecting if one is not found.
Throws:
  • LEADERBOARD_NOT_FOUND
  • NETWORK_FAILURE
  • CLIENT_UNSUPPORTED_OPERATION
  • INVALID_OPERATION
  • INVALID_PARAM
Example:
FBInstant.getLeaderboardAsync('my_awesome_leaderboard')
  .then(leaderboard => {
    console.log(leaderboard.getName()); // 'my_awesome_leaderboard'
  });

postSessionScoreAsync()

Posts a player’s score to Facebook and resolves when score has been posted. This API should only be called at the end of an activity (example: when the player doesn’t have “lives” to continue the game). This API will be rate-limited when called too frequently. Scores posted using this API should be consistent & comparable across game sessions. For example, if Player A achieves 200 points in a session, and Player B achieves 320 points in a session, those two scores should be generated from activities where the scores are fair to be compared and ranked against each other.
Parameters:
ParameterTypeDescription
score
number
An integer value representing the player’s score at the end of an activity.
Returns:Promise — A promise that resolves when all platform behavior (such as dialogs) generated from the posted score has completed, and the game should resume. If the behavior resulted in a social context change, that will be reflected by the time the Promise resolves.
Example:
function onScore(score) {
  if (score > bestSessionScore) {
    bestSessionScore = score;
    FBInstant.postSessionScoreAsync(bestSessionScore)
      .then(() => {
        ...
      });
  }
}

getTournamentAsync()

Fetch the instant tournament out of the current context the user is playing. This will reject if there is no instant tournament link to the current context. The instant tournament returned can be either active or expired (An instant tournament is expired if its end time is in the past). For each instant tournament, there is only one unique context ID linked to it, and that ID doesn’t change.
Returns:Promise<Tournament> — A promise that resolves with the matched instant tournament a user is playing. This rejects if no instant tournament is found.
Throws:
  • PENDING_REQUEST
  • NETWORK_FAILURE
  • INVALID_OPERATION
  • TOURNAMENT_NOT_FOUND
Example:
FBInstant.getTournamentAsync()
  .then(function(tournament) {
     console.log(tournament.getContextID());
     console.log(tournament.getEndTime());
  });

performHapticFeedbackAsync()

Requests and performs haptic feedback on supported devices.
Returns:Promise<void> — haptic feedback requested successfully
Throws:
  • CLIENT_UNSUPPORTED_OPERATION
  • INVALID_OPERATION
Example:
FBInstant.performHapticFeedbackAsync();

getPlacementID()

Return the Audience Network placement ID of this ad instance.

loadAsync()

Preload the ad. The returned promise resolves when the preload completes, and rejects if it failed.
Throws:
  • ADS_FREQUENT_LOAD
  • ADS_NO_FILL
  • INVALID_PARAM
  • NETWORK_FAILURE
Example:
FBInstant.getInterstitialAdAsync(
  'my_placement_id',
).then(function(interstitial) {
  return interstitial.loadAsync();
}).then(function() {
  // Ad loaded
});

showAsync()

Present the ad. The returned promise resolves when user finished watching the ad, and rejects if it failed to present or was closed during the ad.
Throws:
  • ADS_NOT_LOADED
  • INVALID_PARAM
  • NETWORK_FAILURE
  • INVALID_OPERATION
  • RATE_LIMITED
  • USER_INPUT
Example:
var ad = null;
FBInstant.getRewardedVideoAsync(
  'my_placement_id',
).then(function(rewardedVideo) {
  ad = rewardedVideo;
  return ad.loadAsync();
}).then(function() {
  // Ad loaded
  return ad.showAsync();
}).then(function() {
  // Ad watched
});

getName()

The name of the leaderboard.
Example:
FBInstant.getLeaderboardAsync('my_leaderboard')
  .then(function(leaderboard) {
    console.log(leaderboard.getName()); // my_leaderboard
  });

getContextID()

The ID of the context that the leaderboard is associated with, or null if the leaderboard is not tied to a particular context.
Example:
FBInstant.getLeaderboardAsync('contextual_leaderboard')
  .then(function(leaderboard) {
    console.log(leaderboard.getContextID()); // 12345678
  });
FBInstant.getLeaderboardAsync('global_leaderboard')
  .then(function(leaderboard) {
    console.log(leaderboard.getContextID()); // null
  });

getEntryCountAsync()

Fetches the total number of player entries in the leaderboard.
Returns:Promise<number> — A unique identifier for the player.
Throws:
  • NETWORK_FAILURE
  • RATE_LIMITED
Example:
FBInstant.getLeaderboardAsync('my_leaderboard')
  .then(function(leaderboard) {
    return leaderboard.getEntryCountAsync();
  })
  .then(function(count) { console.log(count); }); // 24

getPlayerEntryAsync()

Retrieves the leaderboard’s entry for the current player, or null if the player has not set one yet.
Returns:?Promise<LeaderboardEntry> — Resolves with the current leaderboard entry for the player.
Throws:
  • NETWORK_FAILURE
  • INVALID_OPERATION
  • RATE_LIMITED
Example:
FBInstant.getLeaderboardAsync('my_leaderboard')
  .then(function(leaderboard) {
    return leaderboard.getPlayerEntryAsync();
  })
  .then(function(entry) {
    console.log(entry.getRank()); // 2
    console.log(entry.getScore()); // 42
    console.log(entry.getExtraData()); // '{race: "elf", level: 3}'
  });

getScore()

Gets the score associated with the entry.
Returns:number — Returns an integer score value.
Example:
leaderboard.setScoreAsync(9001)
  .then(function(entry) {
    console.log(entry.getScore()); // 9001
  });

getFormattedScore()

Gets the score associated with the entry, formatted with the score format associated with the leaderboard.
Returns:string — Returns a formatted score.
Example:
leaderboard.setScoreAsync(9001)
  .then(function(entry) {
    console.log(entry.getFormattedScore()); // '90.01 meters'
  });

getTimestamp()

Gets the timestamp of when the leaderboard entry was last updated.
Returns:number — Returns a Unix timestamp.
Example:
leaderboard.setScoreAsync(9001)
  .then(function(entry) {
    console.log(entry.getTimestamp()); // 1515806355
  });

getRank()

Gets the rank of the player’s score in the leaderboard.
Returns:number — Returns the entry’s leaderboard ranking.
Example:
leaderboard.setScoreAsync(9001)
  .then(function(entry) {
    console.log(entry.getRank()); // 2
  });

getExtraData()

Gets the developer-specified payload associated with the score, or null if one was not set.
Returns:?string — An optional developer-specified payload associated with the score.
Example:
leaderboard.setScoreAsync(42, '{race: "elf", level: 3}');
  .then(function(entry) {
    console.log(entry.getExtraData()); // '{race: "elf", level: 3}'
  });

getPlayer()

Gets information about the player associated with the entry.
Example:
leaderboard.setScoreAsync(9001)
  .then(function(entry) {
    console.log(entry.getPlayer().getName()); // Sally
  });

getPhoto()

Returns a url to the player’s public profile photo.
Returns:?string — Url to the player’s public profile photo.
Example:
leaderboard.setScoreAsync(9001)
  .then(function(entry) {
    console.log(entry.getPlayer().getPhoto()); // <photo_url>
  });

getID()

Gets the game’s unique identifier for the player.
Returns:?string — The game-scoped identifier for the player.
Example:
leaderboard.setScoreAsync(9001)
  .then(function(entry) {
    console.log(entry.getPlayer().getID()); // 12345678
  });

getEndTime()

Timestamp when the instant tournament ends. If the end time is in the past, then the instant tournament is already finished and has expired.
Example:
FBInstant.getTournamentAsync()
  .then(function(tournament) {
    console.log(tournament.getEndTime());
  });

getTournamentType()

Type of the tournament, eg default, page_hosted, daily, etc.
Example:
FBInstant.getTournamentAsync()
  .then(function(tournament) {
    console.log(tournament.getTournamentType());
  });

getTitle()

Title of the tournament provided upon the creation of the tournament. This is an optional field that can be set by creating the tournament using the FBInstant.tournament.createAsync() API.
Returns null if none was provided.
Example:
FBInstant.getTournamentAsync()
  .then(function(tournament) {
    console.log(tournament.getTitle());
  })

getPayload()

Payload of the tournament provided upon the creation of the tournament. This is an optional field that can be set by creating the tournament using the FBInstant.tournament.createAsync() API.
Returns null if none was provided.
Example:
FBInstant.getTournamentAsync()
  .then(function(tournament) {
    console.log(tournament.getPayload());
  })

constructor()

Creates a new APIError instance.
Parameters:
ParameterTypeDescription
args
- The error arguments.
Returns:void

Types

Platform

Represents the current platform that the user is playing on.

InvitePayload

Represents content to be shared in invites sent by the user.
Properties:
PropertyTypeDescription
image
string
A base64 encoded image to be shared.
text
A text message, or an object with the default text as the value of ‘default’ and another object mapping locale keys to translations as the value of ‘localizations’.
cta
string \| ?LocalizableContent(optional)
Optional call-to-action button text. By default we will use a localized ‘Play’ as the button text. To provide localized versions of your own call to action, pass an object with the default cta as the value of ‘default’ and another object mapping locale keys to translations as the value of ‘localizations’.
dialogTitle
string \| ?LocalizableContent(optional)
An optional title to display at the top of the invite dialog instead of the generic title. This param is not sent as part of the message, but only displays in the dialog header. The title can be either a string or an object with the default text as the value of ‘default’ and another object mapping locale keys to translations as the value of ‘localizations’.
data
Object(optional)
A blob of data to attach to the share. All game sessions launched from the share will be able to access this blob through FBInstant.getEntryPointData().
filters
Array<InviteFilter>(optional)
The set of filters to apply to the suggestions. Multiple filters may be applied. If no results are returned when the filters are applied, the results will be generated without the filters.
sections
Array<InviteSection>(optional)
The set of sections to be included in the dialog. Each section can be assigned a maximum number of results to be returned (up to a maximum of 10). If no max is included, a default max will be applied. Sections will be included in the order they are listed in the array. The last section will include a larger maximum number of results, and if a maxResults is provided, it will be ignored. If this array is left empty, default sections will be used.

InviteFilter

A filter that may be applied to an inviteAsync operation. If no results are returned with the filters, then the filters will not be applied. ‘NEW_CONTEXT_ONLY’ - Prefer to only surface contexts the game has not been played in before. This can include players who have not played the game before. ‘NEW_PLAYERS_ONLY’ - Prefer to only surface people who have not played the game before. ‘EXISTING_CONTEXT_ONLY’ - Prefer to only surface contexts the game has been played in before. ‘EXISTING_PLAYERS_ONLY’ - Prefer to only surface people who have played the game before.

InviteSection

Represents a section in the inviteAsync dialog that contains suggested matches. The sections will be shown in the order they are included in the array, and the last section will contain as many results as possible.
Properties:
PropertyTypeDescription
sectionType
InviteSectionType
The type of section to include in the inviteAsync dialog
maxResults
number(optional)
Optional maximum number of results to include in the section. This can be no higher than 10. This will be disregarded for the last section, which will contain as many results as possible. If not included, the default maximum number of results for that section type will be used.

ShareDestination

A parameter that may be applied to a shareAsync operation. This set up sharing destination in the share dialog. ‘NEWSFEED’ - Enable share to newsfeed option ‘GROUP’ - Enable share to official game group option. This is only available for games with official game group. To set up official game group, add a page in the game app setting in https://www.developers.facebook.com, and then create a group for the page in https://facebook.com. ‘COPY_LINK’ - Enable copy the game link in clipboard ‘MESSENGER’ - Enable share game to messenger option

SharePayload

Represents content to be shared by the user.
Properties:
PropertyTypeDescription
image
string
A base64 encoded image to be shared.
media
MediaParams(optional)
Optional content for the gif or video.
text
string
A text message to be shared.
data
Object(optional)
A blob of data to attach to the share. All game sessions launched from the share will be able to access this blob through FBInstant.getEntryPointData().
shareDestination
Array<ShareDestination>(optional)
A optional array to set sharing destinations in the share dialog.If not specified all available sharing destinations will be displayed.
switchContext
boolean(optional)
A flag indicating whether to switch the user into the new context created on sharing

LinkSharePayload

Represents a custom link to be shared by the user.
Properties:
PropertyTypeDescription
image
string(optional)
A base64 encoded image to be shown for the link preview. The image is recommended to either be a square or of the aspect ratio 1.91:1
text
string(optional)
A text description for the link preview. Recommended to be less than 44 characters
data
Object
A blob of data to associate with the shared link. All game sessions launched from the share will be able to access this blob through FBInstant.getEntryPointData().

MediaContent

Specify how we could get the content for the media.
Properties:
PropertyTypeDescription
URL
string
for the media that stores in the developers’ server.

MediaParams

Represents the media payload used by custom update and custom share.
Properties:
PropertyTypeDescription
Optional
, if provided, the content should contain information for us to get the gif.
Optional
, if provided, the content should contain information for us to get the video.

CustomUpdatePayload

Represents a custom update for FBInstant.updateAsync. Note that if localized content is not provided, a Facebook supplied localized string will be used for the call to action and text.
The default string should always be in English.
Properties:
PropertyTypeDescription
action
UpdateAction
For custom updates, this should be ‘CUSTOM’.
template
string
ID of the template this custom update is using. Templates should be predefined in fbapp-config.json. See the [Bundle Config documentation]https://developers.facebook.com/docs/games/instant-games/bundle-config for documentation about fbapp-config.json.
cta
string \| ?LocalizableContent(optional)
Optional call-to-action button text. By default we will use a localized ‘Play’ as the button text. To provide localized versions of your own call to action, pass an object with the default cta as the value of ‘default’ and another object mapping locale keys to translations as the value of ‘localizations’.
image
string(optional)
Optional data URL of a base64 encoded image.
media
MediaParams(optional)
Optional content for the gif or video. At least one image or media should be provided in order to render the update.
text
A text message, or an object with the default text as the value of ‘default’ and another object mapping locale keys to translations as the value of ‘localizations’.
data
Object(optional)
A blob of data to attach to the update. All game sessions launched from the update will be able to access this blob through FBInstant.getEntryPointData(). Must be less than or equal to 1000 characters when stringified.
strategy
string(optional)
Specifies how the update should be delivered. This can be one of the following: ‘IMMEDIATE’ - The update should be posted immediately. ‘LAST’ - The update should be posted when the game session ends. The most recent update sent using the ‘LAST’ strategy will be the one sent. If no strategy is specified, we default to ‘IMMEDIATE’.
notification
string(optional)
Specifies notification setting for the custom update. This can be ‘NO_PUSH’ or ‘PUSH’, and defaults to ‘NO_PUSH’. Use push notification only for updates that are high-signal and immediately actionable for the recipients. Also note that push notification is not always guaranteed, depending on user setting and platform policies.

LeaderboardUpdatePayload

Represents a leaderboard update for FBInstant.updateAsync.
Properties:
PropertyTypeDescription
action
UpdateAction
For a leaderboard update, this should be ‘LEADERBOARD’. text. By default we will use a localized ‘Play Now’ as the button text.
name
string
The name of the leaderboard to feature in the update.
text
string(optional)
Optional text message. If not specified, a localized fallback message will be provided instead.

LocalizableContent

Represents a string with localizations and a default value to fall back on.
Properties:
PropertyTypeDescription
default
string
The default value of the string to use if the viewer’s locale is not a key in the localizations object.
localizations
Specifies what string to use for viewers in each locale. See https://lookaside.facebook.com/developers/resources/?id=FacebookLocales.xml for a complete list of supported locale values.

UpdatePayload


AdInstance

Represents an instance of an ad.

Leaderboard

An Instant Game leaderboard

LeaderboardEntry

A score entry for an Instant Game leaderboard

LeaderboardPlayer

Details about the player associated with a score entry.

LocalizationsDict

Represents a mapping from locales to translations of a given string. Each property is an optional five-character Facebook locale code of the form xx_XX. See https://lookaside.facebook.com/developers/resources/?id=FacebookLocales.xml for a complete list of supported locale codes.

ScreenshotPayload

Represents screenshot content provided by the game that later on can be shared by the user.
Properties:
PropertyTypeDescription
image
string
A base64 encoded image that is the screenshot.
text
string
A text message to describes the screenshot.
data
Object(optional)
A blob of data to attach to the screenshot. If the user ended up sharing this screenshot, all game sessions launched from the share will be able to access this blob through FBInstant.getEntryPointData().

ScreenshotSubmitter

A function that allows the game to submit a screenshot.

ScreenshotProvider

A function that will get called when user requested to capture a screenshot.

Tournament

An instant game tournament.

ErrorCode

Error codes that may be returned by the Instant Games API
Properties:
PropertyTypeDescription
ADS_FREQUENT_LOAD
string
- Ads are being loaded too frequently.
ADS_NO_FILL
string
- We were not able to serve ads to the current user. This can happen if the user has opted out of interest-based ads on their device, or if we do not have ad inventory to show for that user.
ADS_NOT_LOADED
string
- Attempted to show an ad that has not been loaded successfully.
ADS_TOO_MANY_INSTANCES
string
- There are too many concurrent ad instances. Load and show existing ad instances before creating new ones.
ANALYTICS_POST_EXCEPTION
string
- The analytics API experienced a problem while attempting to post an event.
CLIENT_REQUIRES_UPDATE
string
[Deprecated] - The client requires an update to access the feature that returned this result. If this result is returned on web, it means the feature is not supported by the web client yet. Deprecated in favor of CLIENT_UNSUPPORTED_OPERATION in v5.0 and above
CLIENT_UNSUPPORTED_OPERATION
string
- The client does not support the current operation. This may be due to lack of support on the client version or platform, or because the operation is not allowed for the game or player.
OPERATION_SUPPRESSED
string
- The operation was suppressed by the platform. This may be due to user-level rate limiting, play style restrictions, or other reasons.
GLOBAL_LEADERBOARD_NOT_FOUND
string
- No global leaderboard with the requested ID was found. Either the leaderboard does not exist yet, or the ID did not match any registered leaderboard, you can verify the leaderboard ID in the Global Leaderboard section of the Instant Games Dashboard.
IARC_CERT_NOT_FOUND
string
- The requested IARC (International Age Rating Coalition) certificate was not found.
IARC_CERT_TEST_ONLY
string
- This is a test IARC (International Age Rating Coalition) operation.
IARC_SUBMIT_CERT_FAILED
string
- Thw IARC (International Age Rating Coalition) certificate failed to be submitted.
IARC_SUBMIT_EMAIL_FAILED
string
- The developer’s IARC (International Age Rating Coalition) contact email failed to be submitted.
INVALID_OPERATION
string
- The requested operation is invalid or the current game state. This may include requests that violate limitations, such as exceeding storage thresholds, or are not available in a certain state, such as making a context-specific request in a solo context.
INVALID_PARAM
string
- The parameter(s) passed to the API are invalid. Could indicate an incorrect type, invalid number of arguments, or a semantic issue (for example, passing an unserializable object to a serializing function).
LEADERBOARD_NOT_FOUND
string
- No leaderboard with the requested name was found. Either the leaderboard does not exist yet, or the name did not match any registered leaderboard configuration for the game.
LEADERBOARD_WRONG_CONTEXT
string
- Attempted to write to a leaderboard that’s associated with a context other than the one the game is currently being played in.
MOCK_IAP
string
- User is temporarily turning off Mock IAP and switching to production flow for current purchase
NETWORK_FAILURE
string
- The client experienced an issue with a network request. This is likely due to a transient issue, such as the player’s internet connection dropping.
PAYMENTS_NOT_INITIALIZED
string
- The client has not completed setting up payments or is not accepting payments API calls.
PENDING_REQUEST
string
- Represents a rejection due an existing request that conflicts with this one. For example, we will reject any calls that would surface a Facebook UI when another request that depends on a Facebook UI is pending.
RATE_LIMITED
string
- Some APIs or operations are being called too often. This is likely due to the game calling a particular API an excessive amount of times in a very short period. Reducing the rate of requests should cause this error to go away.
SAME_CONTEXT
string
- The game attempted to perform a context switch into the current context.
TOURNAMENT_NOT_SHAREABLE
string
- The game attempted to share a private tournament. This is only possible for non-private tournaments. If a score was submitted with the share call, then the score was still submitted.
UNKNOWN
string
- An unknown or unspecified issue occurred. This is the default error code returned when the client does not specify a code.
USER_INPUT
string
- The user made a choice that resulted in a rejection. For example, if the game calls up the Context Switch dialog and the player closes it, this error code will be included in the promise rejection.

ErrorCodeType

An Instant Games error code, one of ErrorCode

APIErrorArgs

Arguments for creating an API Error.
Properties:
PropertyTypeDescription
code
ErrorCodeType(optional)
- The error code. Defaults to UNKNOWN if not provided.
message
string
- A message describing the error.
extraData
string(optional)
- Optional extra data for logging purposes.

APIError

An API Error returned by the Instant Games SDK
Properties:
PropertyTypeDescription
code
- The relevant error code
message
string
- A message describing the error
extraData
string(optional)
- Optional extra data for logging purposes

FBInstant.community

getName()

Get live stream name

getCVC()

Get live stream concurrent viewer count

getThumbnailURL()

Get video thumbnail URL

getAuthorName()

Get author name

getAuthorPictureURL()

Get author picture URL

getCustomPayload()

Get custom payload

watchAsync()

Open video player overlay
Throws:
  • VIDEO_NOT_FOUND
  • INVALID_OPERATION
  • INVALID_PARAM

canGetLiveStreamsAsync()

Check if user can get live streams
Returns:Promise<boolean> — Returns bool for whether user/game can get live streams
Throws:
  • INVALID_OPERATION
Example:
FBInstant.community.canGetLiveStreamsAsync()
  .then(function(data) {
    console.log(data);
  });

canFollowOfficialPageAsync()

Check if user can follow official game page
Returns:Promise<boolean> — Returns bool for whether user can follow official game page
Throws:
  • INVALID_OPERATION
Example:
FBInstant.community.canFollowOfficialPageAsync()
  .then(function(data) {
    console.log(data);
  });

canJoinOfficialGroupAsync()

Check if user can join official game group
Returns:Promise<boolean> — Returns bool for whether user can join official game group
Throws:
  • INVALID_OPERATION
Example:
FBInstant.community.canJoinOfficialGroupAsync()
  .then(function(data) {
    console.log(data);
  });

getLiveStreamsAsync()

Fetch list of live streams tagged with the current game.
Returns:Promise<LiveStream> — A promise that resolves with list of live streams. This rejects if no countent is found or no taggable game associated with this Instant Game.
Throws:
  • NETWORK_FAILURE
  • INVALID_OPERATION
  • LIVE_STREAMS_NOT_FOUND
Example:
FBInstant.community.getLiveStreamsAsync({maxCount:1})
  .then(function(liveStreams) {
    console.log(liveStreams);
  });

followOfficialPageAsync()

Renders overlay with follow official page CTA
Returns:Promise<void>
Throws:
  • NETWORK_FAILURE
  • INVALID_OPERATION
  • PAGE_NOT_LINKED
Example:
FBInstant.community.followOfficialPageAsync()

joinOfficialGroupAsync()

Renders overlay with join group CTA
Returns:Promise<void>
Throws:
  • NETWORK_FAILURE
  • INVALID_OPERATION
  • GROUP_NOT_LINKED
Example:
FBInstant.community.joinOfficialGroupAsync()

Types

LiveStream

A Live stream.

FBInstant.context

This function determines whether the number of participants in the current

getID()

A unique identifier for the current game context. This represents a specific context that the game is being played in (for example, a facebook post). The identifier will be null if game is being played in a solo context. This function should not be called until FBInstant.startGameAsync has resolved.
Returns:?string — A unique identifier for the current game context.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var contextID = FBInstant.context.getID();

getType()

The type of the current game context. POST - A facebook post. THREAD - A chat thread. GROUP - A facebook group. SOLO - Default context, where the player is the only participant.
This function should not be called until FBInstant.startGameAsync has resolved.
Returns:('POST'|'THREAD'|'GROUP'|'SOLO') — Type of the current game context.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var contextType = FBInstant.context.getType();

createAsync()

Attempts to create a context between the current player and a specified player or a list of players. This API supports 3 use cases: 1) When the input is a single playerID, it attempts to create or switch into a context between a specified player and the current player 2) When the input is a list of connected playerIDs, it attempts to create a context containing all the players 3) When there’s no input, a friend picker will be loaded to ask the player to create a context with friends to play with
For each of these cases, the returned promise will reject if any of the players listed are not Connected Players of the current player, or if the player denies the request to enter the new context. Otherwise, the promise will resolve when the game has switched into the new context.
Parameters:
ParameterTypeDescription
suggestedPlayerIDs
string \| Array<String>(optional)
A list of game suggested playerIDs or a single suggested playerID or no input
Returns:Promise<void> — A promise that resolves when the game has switched into the new context, or rejects otherwise.
Throws:
  • INVALID_PARAM
  • SAME_CONTEXT
  • NETWORK_FAILURE
  • USER_INPUT
  • PENDING_REQUEST
  • CLIENT_UNSUPPORTED_OPERATION
Example:
console.log(FBInstant.context.getID());
// 1122334455
FBInstant.context
  .createAsync('12345678')
  .then(function() {
    console.log(FBInstant.context.getID());
    // 5544332211
  });
console.log(FBInstant.context.getID());
// 1122334455
FBInstant.context
  .createAsync(['12345678', '87654321'])
  .then(function() {
    console.log(FBInstant.context.getID());
    // 55443322112232
  });
console.log(FBInstant.context.getID());
// 1122334455
FBInstant.context
  .createAsync()
  .then(function() {
    console.log(FBInstant.context.getID());
    // 55443322112232
  });

getPlayersAsync()

Gets an array of ContextPlayer objects containing information about active players in the current context (people who played the game in the current context in the last 90 days). This may include the current player.
Returns:Promise<Array<@link ContextPlayer>> — A promise that resolves with a list of context player objects. NOTE: This function should not be called until FBInstant.initializeAsync() has resolved.
Throws:
  • NETWORK_FAILURE
  • CLIENT_UNSUPPORTED_OPERATION
  • INVALID_OPERATION
Example:
var contextPlayers = FBInstant.context.getPlayersAsync()
  .then(function(players) {
    console.log(players.map(function(player) {
      return {
        id: player.getID(),
        name: player.getName(),
      }
    }));
  });
// [{id: '123456789', name: 'Luke'}, {id: '987654321', name: 'Leia'}]

getName()

Get the player’s localized display name.
Returns:?string — The player’s localized display name.

getPhoto()

Get the player’s public profile photo.
Returns:?string — A url to the player’s public profile photo

constructor()

Creates a new GameContext instance.
Parameters:
ParameterTypeDescription
context
- The context data to initialize with

getSize()

Returns the number of participants in this context.
Returns:number|null — The context size, or null if not available

getContextSizeResponse()

Returns the response from the last context size check.
Returns:ContextSizeResponse|null — The context size response, or null if no check has been performed

setContextSizeResponse()

Sets the response for a context size check.
Parameters:
ParameterTypeDescription
contextSizeResponse
- The response from a context size check
Returns:void

Types

ContextFilter

A filter that may be applied to a Context Choose operation ‘NEW_CONTEXT_ONLY’ - Prefer to only surface contexts the game has not been played in before. ‘INCLUDE_EXISTING_CHALLENGES’ - Include the “Existing Challenges” section, which surfaces actively played-in contexts that the player is a part of. ‘NEW_PLAYERS_ONLY’ - In sections containing individuals, prefer people who have not played the game.

ContextPlayer

Represents information about a player who is in the context that the current player is playing in.

ContextData

Data structure representing a game context.
Properties:
PropertyTypeDescription
id
string(optional)
- The unique identifier for this context
size
number(optional)
- The number of participants in this context
type
ContextType
- The type of context (e.g., SOLO, THREAD, GROUP)

ContextSizeResponse

Response object for context size checks. The answer field is true if the current context size is between the minSize and maxSize values that are specified in the object, and false otherwise.
Properties:
PropertyTypeDescription
answer
boolean
- Whether the context size is within the specified range
minSize
number(optional)
- The minimum size specified in the check
maxSize
number(optional)
- The maximum size specified in the check

GameContext

Represents the social context in which the game is being played. This class provides methods to access information about the current game context, such as its ID, type, and size (number of participants).

FBInstant.payments

getCatalogAsync()

Fetches the game’s product catalog.
Returns:Promise<Array<Product>> — The set of products that are registered to the game.
Throws:
  • CLIENT_UNSUPPORTED_OPERATION
  • PAYMENTS_NOT_INITIALIZED
  • NETWORK_FAILURE
Example:
FBInstant.payments.getCatalogAsync().then(function (catalog) {
  console.log(catalog); // [{productID: '12345', ...}, ...]
});

purchaseAsync()

Begins the purchase flow for a specific product. Will immediately reject if called before FBInstant.startGameAsync() has resolved.
Parameters:
ParameterTypeDescription
purchaseConfig
The purchase’s configuration details.
Returns:Promise<Purchase> — A Promise that resolves when the product is successfully purchased by the player. Otherwise, it rejects.
Throws:
  • CLIENT_UNSUPPORTED_OPERATION
  • PAYMENTS_NOT_INITIALIZED
  • INVALID_PARAM
  • NETWORK_FAILURE
  • INVALID_OPERATION
  • USER_INPUT
Example:
FBInstant.payments.purchaseAsync({
  productID: '12345',
  developerPayload: 'foobar',
}).then(function (purchase) {
  console.log(purchase);
  // {productID: '12345', purchaseToken: '54321', developerPayload: 'foobar', ...}
});

getPurchasesAsync()

Fetches all of the player’s unconsumed purchases. The game must fetch the current player’s purchases as soon as the client indicates that it is ready to perform payments-related operations, i.e. at game start. The game can then process and consume any purchases that are waiting to be consumed.
Returns:Promise<Array<Purchase>> — The set of purchases that the player has made for the game.
Throws:
  • CLIENT_UNSUPPORTED_OPERATION
  • PAYMENTS_NOT_INITIALIZED
  • NETWORK_FAILURE
Example:
FBInstant.payments.getPurchasesAsync().then(function (purchases) {
  console.log(purchase);
  // [{productID: '12345', ...}, ...]
});

consumePurchaseAsync()

Consumes a specific purchase belonging to the current player. Before provisioning a product’s effects to the player, the game should request the consumption of the purchased product. Once the purchase is successfully consumed, the game should immediately provide the player with the effects of their purchase.
Parameters:
ParameterTypeDescription
purchaseToken
string
The purchase token of the purchase that should be consumed.
Returns:Promise<void> — A Promise that resolves when the purchase has been consumed successfully.
Throws:
  • CLIENT_UNSUPPORTED_OPERATION
  • PAYMENTS_NOT_INITIALIZED
  • INVALID_PARAM
  • NETWORK_FAILURE
Example:
FBInstant.payments.consumePurchaseAsync('54321').then(function () {
  // Purchase successfully consumed!
  // Game should now provision the product to the player
});

onReady()

Sets a callback to be triggered when Payments operations are available.
Parameters:
ParameterTypeDescription
callback
Function
The callback function to be executed when Payments are available.
Example:
FBInstant.payments.onReady(function () {
  console.log('Payments Ready!')
});

Types

Product

Represents a game’s product information.
Properties:
PropertyTypeDescription
title
string
The title of the product
productID
string
The product’s game-specified identifier
description
string(optional)
The product description
imageURI
string(optional)
A link to the product’s associated image
price
string
The price of the product
priceCurrencyCode
string
The currency code for the product
priceAmount
number
The numeric price of a product

Purchase

Represents an individual purchase of a game product.
Properties:
PropertyTypeDescription
developerPayload
string(optional)
A developer-specified string, provided during the purchase of the product
isConsumed
boolean
Whether or not the purchase has been consumed
paymentActionType
string
The current status of the purchase, such as ‘charge’ or ‘refund’
paymentID
string
The identifier for the purchase transaction
productID
string
The product’s game-specified identifier
purchasePlatform
PurchasePlatform
The platform associated with the purchase, such as “FB” for Facebook and “GOOGLE” for Google.
purchasePrice
Object
Contains the local amount and currency associated with the purchased item
purchaseTime
string
Unix timestamp of when the purchase occurred
purchaseToken
string
A token representing the purchase that may be used to consume the purchase
signedRequest
SignedPurchaseRequest
Server-signed encoding of the purchase request

SignedPurchaseRequest

A signature to verify this object indeed comes from Facebook. The string is base64url encoded and signed with an HMAC version of your App Secret, based on the OAuth 2.0 spec.
You can validate it with the following 4 steps:
Split the signature into two parts delimited by the ‘.’ character. Decode the first part (the encoded signature) with base64url encoding. Decode the second part (the response payload) with base64url encoding, which should be a string representation of a JSON object that has the following fields:
  • algorithm - always equals to HMAC-SHA256
  • issued_at - a unix timestamp of when this response was issued
  • app_id - The game’s application ID
  • is_consumed - Whether the purchase has been consumed by the player.
  • payment_action_type - The current status of the purchase
  • payment_id - The identifier for the purchase transaction
  • product_id - The product’s game-specified identifier
  • purchase_price - Contains the local amount and currency associated with the purchased item
  • purchase_token - A token representing the purchase that may be used to consume the purchase
  • purchase_time - Unix timestamp of when the purchase occurred
  • developer_payload - A developer-specified string, provided during the purchase of the product Hash the whole response payload string using HMAC SHA-256 and your app secret and confirm that it is equal to the encoded signature. You may also wish to validate the issued_at timestamp in the response payload to ensure the request was made recently.
Signature validation should only happen on your server. Never do it on the client side as it will compromise your app secret key.

PurchaseConfig

The configuration of a purchase request for a product registered to the game.
Properties:
PropertyTypeDescription
productID
string
The identifier of the product to purchase
developerPayload
string(optional)
An optional developer-specified payload, to be included in the returned purchase’s signed request.

FBInstant.player

getID()

A unique identifier for the player. A Facebook user’s player ID will remain constant, and is scoped to a specific game. This means that different games will have different player IDs for the same user. This function should not be called until FBInstant.initializeAsync() has resolved.
Returns:?string — A unique identifier for the player.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var playerID = FBInstant.player.getID();

getASIDAsync()

A unique identifier for the player. This is the standard Facebook Application-Scoped ID which is used for all Graph API calls. If your game shares an AppID with a native game this is the ID you will see in the native game too.
Returns:Promise<?string> — A unique identifier for the player.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var playerASID = FBInstant.player.getASIDAsync().then(
 asid => console.log(asid);
);

getSignedASIDAsync()

A unique identifier for the player. This is the standard Facebook Application-Scoped ID which is used for all Graph API calls. If your game shares an AppID with a native game this is the ID you will see in the native game too.
Returns:Promise<?SignedASID> — A promise that resolves with a SignedASID object.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var playerASID = FBInstant.player.getSignedASIDAsync()
  .then(function (result) {
    result.getASID();
  });

getSignedPlayerInfoAsync()

Fetch the player’s unique identifier along with a signature that verifies that the identifier indeed comes from Facebook without being tampered with. This function should not be called until FBInstant.initializeAsync() has resolved.
Parameters:
ParameterTypeDescription
requestPayload
string(optional)
A developer-specified payload to include in the signed response.
Returns:Promise<SignedPlayerInfo> — A promise that resolves with a SignedPlayerInfo object.
Throws:
  • INVALID_PARAM
  • NETWORK_FAILURE
  • CLIENT_UNSUPPORTED_OPERATION
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
FBInstant.player.getSignedPlayerInfoAsync('my_metadata')
  .then(function (result) {
    // The verification of the ID and signature should happen on server side.
    SendToMyServer(
      result.getPlayerID(), // same value as FBInstant.player.getID()
      result.getSignature(),
      'GAIN_COINS',
      100);
  });

canSubscribeBotAsync()

Returns a promise that resolves with whether the player can subscribe to the game bot or not.
Returns:Promise<boolean> — Whether a player can subscribe to the game bot or not. Developer can only call subscribeBotAsync() after checking canSubscribeBotAsync(), and the game will only be able to show the player their bot subscription dialog once per week.
Throws:
  • RATE_LIMITED
  • INVALID_OPERATION
  • CLIENT_UNSUPPORTED_OPERATION
Example:
// This function should be called before FBInstant.player.subscribeBotAsync()
FBInstant.player.canSubscribeBotAsync().then(
  can_subscribe => console.log(can_subscribe)
);
// 'true'

subscribeBotAsync()

Request that the player subscribe the bot associated to the game. The API will reject if the subscription fails - else, the player will subscribe the game bot.
Returns:Promise — A promise that resolves if player successfully subscribed to the game bot, or rejects if request failed or player chose to not subscribe.
Throws:
  • INVALID_PARAM
  • PENDING_REQUEST
  • CLIENT_REQUIRES_UPDATE
Example:
FBInstant.player.subscribeBotAsync().then(
  // Player is subscribed to the bot
).catch(function (e) {
  // Handle subscription failure
});

getName()

The player’s localized display name. This function should not be called until FBInstant.initializeAsync() has resolved.
Returns:?string — The player’s localized display name.
Example:
// This function should be called after FBInstant.initializeAsync()
// resolves.
var playerName = FBInstant.player.getName();

getPhoto()

A url to the player’s public profile photo. The photo will always be a square, and with dimensions of at least 200x200. When rendering it in the game, the exact dimensions should never be assumed to be constant. It’s recommended to always scale the image to a desired size before rendering. The value will always be null until FBInstant.initializeAsync() resolves.
WARNING: Due to CORS, using these photos in the game canvas can cause it to be tainted, which will prevent the canvas data from being extracted. To prevent this, set the cross-origin attribute of the images you use to ‘anonymous’.
Returns:?string — Url to the player’s public profile photo.
Example:
var playerImage = new Image();
playerImage.crossOrigin = 'anonymous';
// This function should be called after FBInstant.initializeAsync()
// resolves.
playerImage.src = FBInstant.player.getPhoto();

getDataAsync()

Retrieve data from the designated cloud storage of the current player. Please note that JSON objects stored as string values would be returned back as JSON objects
Parameters:
ParameterTypeDescription
keys
Array<string>
An array of unique keys to retrieve data for.
Returns:Promise.<Object> — A promise that resolves with an object which contains the current key-value pairs for each key specified in the input array, if they exist.
Throws:
  • INVALID_PARAM
  • NETWORK_FAILURE
  • CLIENT_UNSUPPORTED_OPERATION
Example:
FBInstant.player
  .getDataAsync(['achievements', 'currentLife'])
  .then(function(data) {
     console.log('data is loaded');
     var achievements = data['achievements'];
     var currentLife = data['currentLife'];
  });

setDataAsync()

Set data to be saved to the designated cloud storage of the current player. The game can store up to 1MB of data for each unique player.
Parameters:
ParameterTypeDescription
data
Object
An object containing a set of key-value pairs that should be persisted to cloud storage. The object must contain only serializable values - any non-serializable values will cause the entire modification to be rejected.
Returns:Promise — A promise that resolves when the input values are set. NOTE: The promise resolving does not necessarily mean that the input has already been persisted. Rather, it means that the data was valid and has been scheduled to be saved. It also guarantees that all values that were set are now available in player.getDataAsync.
Throws:
  • INVALID_PARAM
  • NETWORK_FAILURE
  • PENDING_REQUEST
  • CLIENT_UNSUPPORTED_OPERATION
Example:
FBInstant.player
  .setDataAsync({
    achievements: ['medal1', 'medal2', 'medal3'],
    currentLife: 300,
  })
  .then(function() {
    console.log('data is set');
  });

flushDataAsync()

Immediately flushes any changes to the player data to the designated cloud storage. This function is expensive, and should primarily be used for critical changes where persistence needs to be immediate and known by the game. Non-critical changes should rely on the platform to persist them in the background. NOTE: Calls to player.setDataAsync will be rejected while this function’s result is pending.
Returns:Promise — A promise that resolves when changes have been persisted successfully, and rejects if the save fails.
Throws:
  • INVALID_PARAM
  • NETWORK_FAILURE
  • PENDING_REQUEST
  • CLIENT_UNSUPPORTED_OPERATION
Example:
FBInstant.player
  .setDataAsync({
    achievements: ['medal1', 'medal2', 'medal3'],
    currentLife: 300,
  })
  .then(FBInstant.player.flushDataAsync)
  .then(function() {
    console.log('Data persisted to FB!');
  });

getConnectedPlayersAsync()

Fetches an array of ConnectedPlayer objects containing information about active players (people who played the game in the last 90 days) that are connected to the current player.
Returns:Promise<Array<ConnectedPlayer>> — A promise that resolves with a list of connected player objects. NOTE: This function should not be called until FBInstant.initializeAsync() has resolved.
Throws:
  • NETWORK_FAILURE
  • CLIENT_UNSUPPORTED_OPERATION
Example:
var connectedPlayers = FBInstant.player.getConnectedPlayersAsync()
  .then(function(players) {
    console.log(players.map(function(player) {
      return {
        id: player.getID(),
        name: player.getName(),
      }
    }));
  });
// [{id: '123456789', name: 'Paul Atreides'}, {id: '987654321', name: 'Duncan Idaho'}]

constructor()

Creates a new ConnectedPlayer instance.
Parameters:
ParameterTypeDescription
playerID
string
- The ID of the connected player.

getPlayerID()

Get the id of the player.
Returns:string — The ID of the player
Example:
FBInstant.player.getSignedPlayerInfoAsync()
  .then(function (result) {
    result.getPlayerID(); // same value as FBInstant.player.getID()
  });

getSignature()

A signature to verify this object indeed comes from Facebook. The string is base64url encoded and signed with an HMAC version of your App Secret, based on the OAuth 2.0 spec.
You can validate it with the following 5 steps:
  1. Split the signature into two parts delimited by the ‘.’ character.
  2. Decode the first part (the encoded signature) with base64url encoding.
  3. Decode the second part (the response payload) with base64url encoding, which should be a string representation of a JSON object that has the following fields: algorithm - always equals to HMAC-SHA256 issued_at - a unix timestamp of when this response was issued. player_id - unique identifier of the player. request_payload - the requestPayload string you specified when calling FBInstant.player.getSignedPlayerInfoAsync.
  4. Hash the whole response payload string using HMAC SHA-256 and your app secret and confirm that it is equal to the encoded signature.
  5. You may also wish to validate the issued_at timestamp in the response payload to ensure the request was made recently.
Signature validation should only happen on your server. Never do it on the client side as it will compromise your app secret key.
Returns:string — The signature string.
Example:
FBInstant.player.getSignedPlayerInfoAsync()
  .then(function (result) {
    result.getSignature();
    // Eii6e636mz5J47sfqAYEK40jYAwoFqi3x5bxHkPG4Q4.eyJhbGdvcml0aG0iOiJITUFDLVNIQTI1NiIsImlzc3VlZF9hdCI6MTUwMDM5ODY3NSwicGxheWVyX2lkIjoiMTI0OTUyNTMwMTc1MjIwMSIsInJlcXVlc3RfcGF5bG9hZCI6Im15X2ZpcnN0X3JlcXVlc3QifQ
  });

getASID()

Get the app-scoped user id of the player.
Returns:string — The ID of the player
Example:
FBInstant.player.getSignedASIDAsync()
  .then(function (result) {
    result.getASID();
  });

Types

ConnectedPlayer

Represents information about a player who is connected to the current player.

SignedPlayerInfoData

Data structure containing player information and signature.
Properties:
PropertyTypeDescription
playerID
string
- The unique identifier of the player.
signature
string
- The signature to verify the player information.

SignedPlayerInfo

Represents information about the player along with a signature to verify that it indeed comes from Facebook.

SignedASIDData

Data structure containing app-scoped user ID and signature.
Properties:
PropertyTypeDescription
asid
string
- The app-scoped user ID of the player.
signed_request
string
- The signature to verify the ASID information.

SignedASID

Represents app-scoped user id of current player along with a signature to verify that it indeed comes from Facebook.

FBInstant.room

getID()

The unique live match ID.
Returns:string — The live match ID
Example:
FBInstant.room.getCurrentMatchAsync()
  .then(function(match) {
    console.log(match.getID());
  });

getContextID()

The unique context ID that is associated with this live match.
Returns:string — The context ID for this live match
Example:
FBInstant.room.getCurrentMatchAsync()
  .then(function(match) {
    console.log(match.getContextID());
  });

showAsync()

Shows the AR effect for the user in the room session. If the user has a non-game effect applied, it will prompt the user for permission for the first time. If the user denies, the promise is rejected, otherwise it is resolved after applying the effect
Returns:Promise<void> — Resolves when the effect is applied to the player
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
Example:
FBInstant.room.loadCameraEffectAsync()
  .then(function(effect) {
    effect.showAsync().then(() => console.log("Effect shown"));
  });

getCurrentMatchAsync()

Retrieves the current real-time match for the gameplay environment, if one exists.
Returns:Promise<LiveMatch> — The current live match being played in this session
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
  • LIVE_MATCH_NOT_FOUND
Example:
FBInstant.room.getCurrentMatchAsync()
  .then(function(match) {
    ...
  });

loadCameraEffectAsync()

Retrieves & loads a specified AR effect that has been registered for the game
Parameters:
ParameterTypeDescription
cameraEffectArgs
The args representing the effect to be loaded. See example for details
Returns:Promise<CameraEffect> — The AR effect to apply to the player in the call
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
  • CAMERA_EFFECT_NOT_FOUND
Example:
FBInstant.room.loadCameraEffectAsync({effectID: '123'})
  .then(function(effect) {
    ...
  });

clearCameraEffectAsync()

Clears the current AR effect in the rooms call. If an effect is present that was not applied by the game, the player will be prompted to approve the removal of the effect. The API will resolve after the effect is cleared, or will reject if the user denies the effect removal.
Returns:Promise<void> — Resolves if the effect is cleared
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
Example:
FBInstant.room.clearCameraEffectAsync()
  .then(function() {
    ...
  });

Types

CameraEffectArgs

Represents arguments to be sent to load an AR effect in Messenger Rooms.
Properties:
PropertyTypeDescription
effectID
string
The ID of the effect to be loaded that is registered with the game

LiveMatch

An instant game live match that is played in a Messenger Rooms call simultaneously by all the participants.

CameraEffect

Represents an AR effect object that can be shown in a Messenger Rooms call.

FBInstant.squads

getID()

The unique gaming squad ID.
Returns:string — The gaming squad ID
Example:
FBInstant.squads.getAsync(contextID)
  .then(function(squad) {
    console.log(squad.getID());
  });

getName()

The gaming squad name.
Returns:string — The name of the squad
Example:
FBInstant.squads.getAsync(contextID)
  .then(function(squad) {
    console.log(squad.getName());
  });

getImage()

The URI for the gaming squad image.
Returns:string — URI for gaming squad image
Example:
FBInstant.squads.getAsync(contextID)
  .then(function(squad) {
    console.log(squad.getImage());
  });

getContextID()

The unique context ID that is associated with this gaming squad.
Returns:string — The context ID for this gaming squad
Example:
FBInstant.squads.getAsync(id)
  .then(function(squad) {
    console.log(squad.getContextID());
  });

joinAsync()

Brings up a dialog for the player to join a Squad if they are not part of it. If the user accepts, they become part of the squad thread and the game context switches into the squad. If they are part of the Squad already, the dialog will prompt the user to switch into the Squad context.
Parameters:
ParameterTypeDescription
payload
An optional configuration object for the join dialog of the squad
Returns:Promise<void>
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
  • NETWORK_FAILURE
  • USER_INPUT
Example:
FBInstant.squads.getAsync(squadID)
  .then(function(squad) {
    squad.joinAsync().then(...)
  });

leaveAsync()

Brings up a dialog for the player to confirm if they want to leave the Squad. If the player confirms, they are removed from the Squad and the messenger thread that is associated with this Squad.
Returns:Promise<void>
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
  • NETWORK_FAILURE
  • USER_INPUT
Example:
FBInstant.squads.getAsync(squadID)
  .then(function(squad) {
    squad.leaveAsync().then(...)
  });

addToSquadAsync()

Brings up a dialog for the player to add their friends to the current squad.
Returns:Promise<void>
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
  • NETWORK_FAILURE
  • USER_INPUT
Example:
FBInstant.squads.getAsync(squadID)
  .then(function(squad) {
    squad.addToSquadAsync().then(...)
  });

createAsync()

Brings up a dialog for the player to create a Squad. If the player creates the Squad, the promise will resolve with the new Squad instance and the game session will be switched into this newly created Squad context. The promise will reject if the player closes the dialog instead
Parameters:
ParameterTypeDescription
payload
An optional configuration object for the creation of the squad
Returns:Promise<GamingSquad> — The gaming squad created by the player
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
  • NETWORK_FAILURE
  • USER_INPUT
Example:
FBInstant.squads.createAsync()
  .then(function(squad) {
    ...
  });

getAsync()

Fetch an existing Squad. If the Squad does not exist, or the player cannot interact with the Squad, this API will reject with the GAMING_SQUAD_NOT_FOUND error code.
Parameters:
ParameterTypeDescription
id
string
The squad ID or context ID
Returns:Promise<GamingSquad> — The gaming squad created by the player
Throws:
  • GAMING_SQUAD_NOT_FOUND
  • INVALID_OPERATION
  • INVALID_PARAM
  • NETWORK_FAILURE
Example:
FBInstant.squads.getAsync(squadID)
  .then(function(squad) {
    console.log(squad.getID())
  });

getPlayerSquadsAsync()

Fetches the current player’s existing squads, if any.
Returns:Promise<Array<GamingSquad>> — The gaming squads the current player is in
Throws:
  • GAMING_SQUAD_NOT_FOUND
  • INVALID_OPERATION
  • INVALID_PARAM
  • NETWORK_FAILURE
Example:
FBInstant.squads.getPlayerSquadsAsync()
  .then(function(squads) {
    squads.forEach(squad => console.log(squad.getID()));
  });

canUseSquadsAsync()

Fetches the current player’s existing squads, if any.
Returns:Promise<boolean> — Returns whether the current user is eligible to use squads
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
  • NETWORK_FAILURE
Example:
FBInstant.squads.canUseSquadsAsync()
  .then(function(isEligible) {
    if (isEligible) {
     FBInstant.squads.getAsync(squadID)
      .then(function(squad) {
      console.log(squad.getID())
    });
    }
  });

Types

GamingSquad

Representation of a group of players playing together in a messenger thread

CreateGamingSquadPayload

Represents parameters used to configure a Gaming Squad
Properties:
PropertyTypeDescription
name
string
An optional prefill for the squad name input in the creation dialog. The player ultimately has control over the actual name.
image
string
Optional base64 encoded image that will be associated with the gaming squad and will show up in the creation dialog. It will be the profile icon for the Messenger thread
squadTerm
string
Optional localized term to use in place of ‘Squad’ in the dialog.

JoinGamingSquadPayload

Represents parameters used to configure the Join dialog
Properties:
PropertyTypeDescription
squadTerm
string
Optional localized term to use in place of ‘Squad’ in the dialog.

LeaveGamingSquadPayload

Represents parameters used to configure the Leave dialog
Properties:
PropertyTypeDescription
squadTerm
string
Optional localized term to use in place of ‘Squad’ in the dialog.

AddToGamingSquadPayload

Represents parameters used to configure the Add to Squad dialog
Properties:
PropertyTypeDescription
squadTerm
string
Optional localized term to use in place of ‘Squad’ in the dialog.

FBInstant.tournament

postScoreAsync()

Posts a player’s score to Facebook. This API should only be called within a tournament context at the end of an activity (example: when the player doesn’t have “lives” to continue the game). This API will be rate-limited when called too frequently. Scores posted using this API should be consistent & comparable across game sessions. For example, if Player A achieves 200 points in a session, and Player B achieves 320 points in a session, those two scores should be generated from activities where the scores are fair to be compared and ranked against each other.
Parameters:
ParameterTypeDescription
score
number
An integer value representing the player’s score at the end of an activity.
Returns:Promise<void> — A promise that resolves when the score post is completed.
Throws:
  • INVALID_PARAM
  • TOURNAMENT_NOT_FOUND
  • NETWORK_FAILURE
Example:
function onScore(score) {
  if (score > bestScore) {
    bestScore = score;
    FBInstant.tournament.postScoreAsync(bestScore)
      .then(function() {
        ...
      });
  }
}

createAsync()

Opens the tournament creation dialog if the player is not currently in a tournament session
Parameters:
ParameterTypeDescription
payload
Specifies the payload for the creation of the tournament
Returns:Promise<@link Tournament> — A promise that resolves if the tournament creation is a success, or rejects otherwise
Throws:
  • INVALID_PARAM
  • INVALID_OPERATION
  • DUPLICATE_POST
  • NETWORK_FAILURE
  • OPERATION_SUPPRESSED

shareAsync()

Opens the reshare tournament dialog if the player is currently in a tournament session
Parameters:
ParameterTypeDescription
payload
Specifies share content. See example for details.
Returns:Promise<void> — A promise that resolves if the tournament is shared, or rejects otherwise.
Throws:
  • INVALID_OPERATION
  • TOURNAMENT_NOT_FOUND
  • NETWORK_FAILURE
Example:
FBInstant.tournament.shareAsync({
  score: 3,
  data: { myReplayData: '...' }
}).then(function() {
  // continue with the game.
});

joinAsync()

Request a switch into a specific tournament context. If the player is not a participant of the tournament, or there are not any connected players participating in the tournament, this will reject. Otherwise, the promise will resolve when the game has switched into the specified context.
Parameters:
ParameterTypeDescription
id
string
The Tournament ID of the desired context to switch into.
Returns:Promise<void> — A promise that resolves when the game has switched into the specified tournament context, or rejects otherwise.
Throws:
  • INVALID_OPERATION
  • INVALID_PARAM
  • SAME_CONTEXT
  • NETWORK_FAILURE
  • USER_INPUT
  • TOURNAMENT_NOT_FOUND
Example:
FBInstant.getTournamentAsync().then((tournament) => {
   console.log(tournament.getID());
});
// 1122334455
FBInstant.tournament
  .joinAsync('1122334455')
  .then(function() {
     // Context switch completed successfully.
  });

getTournamentsAsync()

Returns a list of eligible tournaments that can be surfaced in-game, including tournaments 1) the player has created; 2) the player is participating in; 3) the player’s friends (who granted permission) are participating in. The instant tournaments returned are active. An instant tournament is expired if its end time is in the past. For each instant tournament, there is only one unique context ID linked to it, and that ID doesn’t change.
Returns:Promise<Array<@link Tournament>> — A promise that resolves if the tournaments are fetched, or rejects otherwise.
Throws:
  • NETWORK_FAILURE
  • INVALID_OPERATION
Example:
FBInstant.tournament.getTournamentsAsync()
 .then(tournaments => {
   // tournament list
 });

Types

CreateTournamentConfig

Represents the configurations used in creating an Instant Tournament
Properties:
PropertyTypeDescription
title
string(optional)
Optional text title for the tournament, please do not include user names in title.
forceScoreValidation
boolean(optional)
Optional boolean that specifies if the tournament requires game server validation before a score can be added to or updated on the leaderboard.
image
string(optional)
Optional base64 encoded image that will be associated with the tournament and included in posts sharing the tournament
sortOrder
string(optional)
Optional input for the ordering of which score is best in the tournament. The options are ‘HIGHER_IS_BETTER’ or ‘LOWER_IS_BETTER’. If not specified, the default is ‘HIGHER_IS_BETTER’.
scoreFormat
string(optional)
Optional input for the formatting of the scores in the tournament leaderboard. The options are ‘NUMERIC’ or ‘TIME’. If not specified, the default is ‘NUMERIC’.
endTime
number(optional)
Optional input for setting a custom end time for the tournament. The number passed in represents a unix timestamp. If not specified, the tournament will end one week after creation.
forceScoreRangeValidation
boolean(optional)
Optional boolean that specifies if the tournament should use score range validation. If true, then minimum and/or maximum scores should be provided; scores falling outside the range will be automatically rejected. If either minimum or maximum is null, then that side of the range will be ignored.
minimumScore
number(optional)
Optional input will only be used if forceScoreRangeValidation is true. If it is, scores below this will be automatically rejected. If null or forceScoreRangeValidation is false, no minimum will be used
maximumScore
number(optional)
Optional input will only be used if forceScoreRangeValidation is true. If it is, scores above this will be automatically rejected. If null or forceScoreRangeValidation is false, no maximum will be used

CreateTournamentPayload

Represents content used to create an Instant Tournament
Properties:
PropertyTypeDescription
initialScore
number
An integer value representing the player’s score which will be the first score in the tournament.
config
An object holding optional configurations for the tournament
data
Object(optional)
A blob of data to attach to the update. All game sessions launched from the update will be able to access this blob through FBInstant.getEntryPointData(). Must be less than or equal to 1000 characters when stringified.

ShareTournamentPayload

Represents content used to reshare an Instant Tournament.
Properties:
PropertyTypeDescription
score
number
An optional integer value representing the player’s latest score.
data
Object(optional)
A blob of data to attach to the update. Must be less than or equal to 1000 characters when stringified.