Microservices - Code

Create and deploy server-authoritative C# [CLCP-Microservices-03]

The purpose of this feature is to allow game makers to create and deploy server-authoritative C# functionality within their games.

This feature eliminates the need to build, run, and scale a game server. Game makers can create server-authoritative logic in C# inside the Unity editor.


Related Guides & Video

A common use case for the feature is covered in the guides. See Adding Microservices for more info.


Here a new c# server-side MicroserviceMicroservice - A Microservice architecture, or microservice, is a solution of developing software systems that focuses on building single-function modules with well-defined interfaces and operations. is created and exposes a method to be called by any c# client-side scope.

The source-code for both server-side and client-side sits local in your Unity project for efficiency and ease-of-use.

Creating a Microservice

namespace Beamable.Examples.Features.Microservices

  public class MyMicroservice  : CustomMicroservice
    public int GetLootboxReward()
      // if (IsAllowed), then reward 100 gold
      return 100;

Calling a Microservice

namespace Beamable.Examples.Features.Microservices
   public class MyMicroserviceExample : MonoBehaviour
      private MyMicroserviceClient  _myMicroservice;

      protected void Awake ()
        _myMicroservice = new MyMicroserviceClient();


      private void OnServerCallCompleted(int result)
         // Result:100
         Debug.Log ($"Result:{result}");


Example: Client-Authoritative

Imagine an in-game treasure chest ("loot box") containing a random prize for the player. The player is offered the loot box as a reward for progress in the game, opens the box, and receives the prize.

In a simple game with little or no back-end technology, the prize is offered, validated, and rewarded on the client-side. This is straight-forward to code, but is relatively insecure to any malicious hackers in the gaming community.

Example: Server-Authoritative

Now imagine some portion of the loot box code is moved to the server.

Now the the prize is offered, validated, and rewarded on the server-side. This is less straight-forward to code, but is relatively secure against any malicious hackers in the gaming community.

The benefits of a server-authoritative architecture are great. There are a few major ways to set it up.

A development team could write a custom back-end server setup. This is considerable time and effort, even for experienced teams. The team could choose an off-the-shelf solution. Beamable's Microservice feature provides power and ease of use.

Example: Beamable Microservice

Let's see how Beamable can help.

Imagine some portion of loot box code is moved to the server as a Beamable Microservice.

The prize is offered, validated, and rewarded on the server-side as a Microservice. The Microservice code sits in your Unity project along-side your client side code and is written in the familiar and powerful C# language. It is straight-forward to code and it is secure against any malicious hackers in the gaming community.


This section contains any advanced configuration options and workflows.

Beamable & Docker

Beamable Microservices uses the industry standard Docker technology. Docker simplifies and accelerates your workflow, while giving developers the freedom to innovate with their choice of tools, application stacks, and deployment environments for each project. See Docker's documentation for more info.

Beamable handles all coordination and configuration of Docker including the beamableinc/beamservice base image hosted on Docker's DockerHub.

Designing Microservices

Here are some optional, suggested Beamable data types to use along with Microservices. The Microservice can take Beamable content as input and pass Beamable player state as output. Of course, game makers may choose whatever pattern helps the specific needs of their games.

Here is a partial list of examples.






An RPG game client sends a request for the hero to purchase new armor. The server validates the transaction, deducts player currency and updates the player inventory



A Boss-Battle game client sends the Boss ContentObject and the Hero's Sword ContentObject. The server updates the BossHealth Stat according to the damage inflicted

List of Player Moves

Winning Player

A checkers game can validate and declare winner. The client sends a complete list of all the players' moves and the server processes the result


Leaderboard Score

A platformer game client notifies that the player has completed level 3. The server validates that the user has previously completed level 1 and 2 (as required) and updates the player's high-score

Designing Microservice Methods

When designing each microservice method, a key question is 'Who is allowed access?'. Game makers control this access with Microservice method attributes.

Microservice Method Attributes



Accessible Via?


Method callable by any admin user account

Microservices OpenAPI


Method callable by any user account

Microservices OpenAPI and Unity C# Client

Debugging Microservices

Development of Beamable Microservices within the Unity client is straight-forward and transparent. It is the ideal environment for development including debugging tools.

See Microservices » Debugging for more info.

Deploying Microservices

During development, the Microservice is run locally within a developer-specific sandbox, safely isolated from the production environment.

Using the Beamable Microservices Manager Window in the Unity Editor, the game maker can promote/deploy the Microservice to production. Choose the destination RealmRealm - Unique body of data in the Beamable back-end. Each realm represents a game environment and press the 'Publish' Button.

As needed, the Microservice can be rolled-back there as well.

Deployment Size Profile

Each Microservice is given a size profile upon deployment.






Deployment is not scalable

Note: This is ideal for development

More economic


Deployment is scalable (e.g. Geographic scalability &
Load scalability)

More flexibility


Managing Deployed Microservices Via Portal

With the Portal, game makers can view and manage the deployed Microservices.



  1. Status

Shows the current and deploying Microservices

  1. Metrics

Shows the metrics

  1. Logs

Shows the logs

  1. Docs

Shows the OpenAPI docs. See Debugging (Via OpenAPI) for more info

  1. Deployments

Shows the historic deployments of Microservices

  1. New Deployment

Allows game makers to make a new deployment

  1. View

Allows game makers to view new deployment

Making Beamable Calls From A Microservice

Each custom Microservice created extends the Beamable Microservice class.

This gives the custom Microservice access to key member variables;

  • Context - Refers to the current request context. It contains info including what DBIDDBID - The database identification. Beamable generates an anonymous account for the player when the project first runs is calling and which path is run
  • Requester - It can be used to make direct (and admin privileged) requests to the rest of the Beamable Platform
  • Services - The powerful Microservice entry-point to Beamable's StatsService, InventoryService, and more


Below are two versions of the same method call with varied implementations. Notice that #2 handles more functionality on the Microservice-side and is thus more secure.

#1. Method Without Beamable Services

Here the eligibility of reward is evaluated and the amount is calculated. This assumes the client side will handle the rewarding of the currency.

public int GetLootboxReward()
  // if (IsAllowed), then reward 100 gold
  return 100;

#2. Method With Beamable Services

Here the eligibility of reward is evaluated, the amount is calculated, and the currency is rewarded.

public async Task<bool> GetLootboxReward()
  // if (IsAllowed), then reward 100 gold
  await Services.Inventory.AddCurrencies(
    new Dictionary<string, long> {{"currencies.gold", 100}});

  // Optional: Return success, if needed
  return true;

Microservice Serialization

Unity's built-in features use Unity's serialization.

However, within a Beamable's Microservice, game makers must rely instead on Beamable's custom SerializationSerialization - The automatic process of transforming data structures for read/write storage. This serialization is strict and has limitations.


Supported Types

Unsupported Types

Microservice Serialization Supported Types

• All other types


A breaking change is introduced in Beamable SDK v0.11.0. If you began your project with an earlier version of the SDK, see Beamable Releases Unity SDK Version 0.11.0 for more info. Otherwise, simply disregard this issue.

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