Models

Configuration

The configuration object is being used to initiate an instance of an API class.

Properties

accessToken string

The API key or access token to be used as authentication. More Info on this topic can be found in the Authentication documentation.

host string

The base path of the API service in the SCILL backend. You find the base paths in the API Reference. It’s not recommended to initiate API classes yourself. Use SCILLClient class to do that.

UserInfo

Can be any object that is attached to the user. You can set these values in the user service. For example you can provide a user name and an avatar image url.

Properties

username string

The user name of the user

avatarImage string

The name or URL of an avatar image for a user.

Leaderboard

The Leaderboard object contains information about the leaderboard itself like the name and the id, but also contains actual rankings for users and teams.

Properties

leaderboard_id string

The id of the leaderboard

name string

The name of the leaderboard

grouped_by_users LeaderboardRanking[]

An array of LeaderboardRanking Items for individual users

grouped_by_teams LeaderboardRanking[]

An array of LeaderboardRanking Items for teams. Provide a team_id in the event payload to also create leaderboards for teams

num_teams number

The total number of team rankings available in the leaderboard

num_users number

The total number of user rankings available in the leaderboard

LeaderboardInfo

The Leaderboard object contains information about the leaderboard itself like the name and the id

Properties

app_id string

The id of the app

leaderboard_id string

The id of the leaderboard

name string

The name of the leaderboard

event_type string

The event type that triggers this leaderboard

sort_order_ascending boolean

True if this leaderboard sorts the score ascending or false if the ranking is defined by a descending score.

LeaderboardMemberRanking

You get these object if you query the leaderboard ranking for a specific user. Only the requested user will be returned.

Properties

leaderboard_id string

The id of the leaderboard

name string

The name of the leaderboard

LeaderboardRanking

The ranking for the user or team in the leaderboard

Properties

member_id string

The id of the user - its the same user id you used to create the access token and the same user id you used to send the events

member_type string

Indicates what type this entry is, it’s either user or team

score number

The score achieved as an integer value. If you want to store floats, for example laptimes you need to convert them into an int before (i.e. multiply by 100 to get hundreds of seconds and format back to float in UI)

rank number

The position within the leaderboard

additional_info UserInfo

LeaderboardScore

Contains info about rank and score

Properties

score number

The score achieved as an integer value. If you want to store floats, for example laptimes you need to convert them into an int before (i.e. multiply by 100 to get hundreds of seconds and format back to float in UI)

rank number

The position within the leaderboard

LeaderboardUpdatePayload

The payload used for realtime updates and webhooks if a leaderboard is updated.

Properties

webhook_type string

The type of the webhook, in this case it is leaderboard-ranking-changed

leaderboard_data LeaderboardInfo

member_data LeaderboardRanking

old_leaderboard_ranking LeaderboardScore

new_leaderboard_ranking LeaderboardScore

LeaderboardV2Results

The Leaderboard object contains information about the leaderboard itself like the name and the id, but also contains actual rankings for users and teams.

Properties

leaderboard_id string

The id of the leaderboard

leaderboard_name string

The name of the leaderboard

leaderboard_sort_order_ascending boolean

Determines the results sort order. If true, the order is ascending, otherwise, it’s descending.

LeaderboardV2Info

The Leaderboard object contains information about the leaderboard itself like the name and the id

Properties

app_id string

The id of the app

leaderboard_id string

The id of the leaderboard

leaderboard_name string

The name of the leaderboard

event_type string

The event type that triggers this leaderboard

sort_order_ascending boolean

True if this leaderboard sorts the score ascending or false if the ranking is defined by a descending score.

LeaderboardV2Changed

This object is sent via Webhook or notifications of type leaderboard-changed.

Properties

webhook_type string

The type of the notification. If you receive this payload, it’s most likely leaderboard-changed.

old_leaderboard LeaderboardV2Info

new_leaderboard LeaderboardV2Info

LeaderboardV2MemberRanking

The Leaderboard object contains information about the leaderboard itself like the name and the id

Properties

leaderboard_id string

The id of the leaderboard

leaderboard_name string

The name of the leaderboard

leaderboard_sort_order_ascending boolean

Determines the results sort order. If true, the order is ascending, otherwise, it’s descending.

leaderboard_member LeaderboardV2Member[]

Returns the LeaderboardMember object containing user ranking information

LeaderboardV2MemberTypeRanking

You get this object if you query the leaderboard ranking for a specific user. Only the requested user will be returned.

Properties

count number

The total number of members included in the results

members LeaderboardV2Member[]

An array of LeaderboardMember objects

LeaderboardV2Member

The ranking for the user or team in the leaderboard

Properties

member_id string

The id of the user - its the same user id you used to create the access token and the same user id you used to send the events

member_type string

Indicates what type this entry is, it’s either user or team

score number

The score achieved as an integer value. If you want to store floats, for example laptimes you need to convert them into an int before (i.e. multiply by 100 to get hundreds of seconds and format back to float in UI)

rank number

The position within the leaderboard

metadata_results LeaderboardV2MemberMetadata[]

Returns an array of the LeaderboardMemberMetadata objects containing user ranking metadata information

additional_info UserInfo

LeaderboardV2MemberMetadata

The object containing secondary metadata ranking information, useful for tied scores on the main tracking parameter

Properties

key string

The event type key used for ranking

ranked boolean

Determines if the user is ranked for that event type key. If false, no score and rank will be provided

score number

The score achieved as an integer value. If you want to store floats, for example laptimes you need to convert them into an int before (i.e. multiply by 100 to get hundreds of seconds and format back to float in UI)

rank number

The position within the leaderboard

LeaderboardV2UpdatePayload

The payload used for realtime updates and webhooks if a leaderboard is updated.

Properties

webhook_type string

The type of the webhook, in this case it is leaderboard-ranking-changed

leaderboard_data LeaderboardV2Info

old_leaderboard_ranking LeaderboardScore

new_leaderboard_ranking LeaderboardScore

ActionResponse

Standard response for actions like update or delete. If anything went fine, you’ll receive a HTTP code of 200 and a OK message.

Properties

status number

HTTP status code

message string

challenge Challenge

Challenge

The challenge object holds all information about a users challenge. It contains information like the duration, the type, progress states like counter and the goal and various other info.

Properties

challenge_id string

The unique id of this challenge. Every challenge is linked to a product.

challenge_name string

The name of the challenge in the language set by the language parameter.

challenge_description string

An optional multi-language description that can be set in the Admin Panel. Used to describe exactly what the user has to do.

challenge_duration_time number

The duration of the challenge in seconds. Challenges auto lock after time-out and need to be unlocked again.

live_date string

The date this challenge should start. Use that field to create challenges that start in the future.

challenge_goal number

Indicates how many “tasks” must be completed or done to complete this challenge.

user_challenge_current_score number

Indicates how many tasks the user already has completed. Use this in combination with challenge_goal to render a nice progress bar.

challenge_icon string

In the admin panel you can set a string representing an image. This can be a URL, but it can also be an image or texture that you have in your games asset database.

challenge_icon_hd string

This is the HD variant of the challenge icon image. If you have a game, that runs on multiple platforms that could come in handy. Otherwise just leave blank.

challenge_price number

If you purchase the challenge, you can set a price.

challenge_reward string

Set a reward for this challenge. This is a string value that you can map to anything in your code. Use in combination with challenge_reward_type.

challenge_reward_type string

The reward type can be set to various different settings. Use it to implement different reward types on your side and use challenge_reward to set the value or amount of this reward.

challenge_goal_condition number

With this you can set the way how the SCILL system approaches the challenges state. 0 means, that the counter of the challenge must be brought above the goal. If this is 1, then the counter must be kept below the goal. This is often useful for challenges that include times, like: Manage the level in under 50 seconds.

challenge_xp number

If you have experience, player rankings whatever, you can use this field to set the gain in that when this challenge is rewarded.

repeatable boolean

If this challenge can be only activated once per user this will be false. Otherwise this challenge will always be added to list of available challenges (see personal or alliance challenges).

type string

Indicates the status of the challenge. This can be one of the following unlock: Challenge does not track anything. in-progress: Challenge is active and tracking. overtime: User did not manage to finish the challenge in time. unclaimed: The challenge has been completed but the reward has not yet been claimed. finished: The challenge has been successfully be completed and the reward has been claimed

challenge_auto_activated boolean

Indicates if the challenges lifecycle is handled automatically by the SCILL backend. Use this flag to decide when to show action buttons for unlocking, activating, claiming or canceling challenges. Hide the buttons if this flag is true, and let the user manage challenges manually if this flag is false.

is_claimed boolean

If the challenge reward has been claimed this is true otherwise its false.

user_challenge_unlocked_at string

This is the timestamp the challenge has been unlocked.

user_challenge_activated_at string

This is the timestamp the challenge has been activated.

user_challenge_is_claimed boolean

Indicates if this challenge has been claimed.

user_challenge_status number

Gives indication in what state the challenge is.

ChallengeCategory

Challenges are grouped into categories. You can exclude or include categories in queries. Per default all categories will be returned.

Properties

is_daily_category boolean

Indicates if this is the daily category, bringing up new challenges every day for the user to tackle.

category_position number

In the admin panel you set the order of the categories. This is the position index and indicates the position within the categories array.

category_slug string

A short name without special chars to make it easier to refer to a specific category (in code) that is language and id agnostic.

category_name string

The name of the category in the local language set as the query parameter.

category_id string

Indicates how many “tasks” must be completed or done to complete this challenge.

challenges Challenge[]

An array of Challenge objects.

BattlePass

A Battle Pass is a structured layer above challenges and handles the lifecycle of challenges based on a level system. Users need to fullfil challenges to unlock the next level. Each level can have a reward that you can specify in the BattlePassLevel structure. Battle Passes need to be unlocked before they start tracking progress.

Properties

battle_pass_id string

The unique id of this battle pass.

app_id string

The unique id of the app

battle_pass_name string

The name of the battle bass. You can set that in the Admin Panel. The language is set with the query parameter language. See documentation for more info on that.

battle_pass_description string

The description of the battle bass. You can set that in the Admin Panel and it can also be HTML. The language is set with the query parameter language. See documentation for more info on that.

battle_pass_short_description string

A short description of the battle bass. You can set that in the Admin Panel and it can also be HTML. The language is set with the query parameter language. See documentation for more info on that.

battle_pass_disclaimer string

Use this to provide some terms and conditions following along this battle passes purchase.

battle_pass_priority number

The priority of the battle pass. I.e. if multiple are available you can use this field to sort them.

package_sku_ios string

If you want to sell Battle Passes you can use this field to trigger in-app purchase products within your mobile app. You can set this value in the Admin Panel. This one is for iOS.

package_sku_android string

If you want to sell Battle Passes you can use this field to trigger in-app purchase products within your mobile app. You can set this value in the Admin Panel. Use this to set the package string for Android.

image_xs string

The xs sized image name or url. You can determine the best size distribution yourself and depends on your application or UI

image_s string

The s sized image name or url. You can determine the best size distribution yourself and depends on your application or UI

image_m string

The m sized image name or url. You can determine the best size distribution yourself and depends on your application or UI

image_l string

The l sized image name or url. You can determine the best size distribution yourself and depends on your application or UI

image_xl string

The xl sized image name or url. You can determine the best size distribution yourself and depends on your application or UI

start_date string

The date (in iso format) when the Battle Pass starts. Tracking begins once this date is passed.

end_date string

The date (in iso format) when the Battle Pass ends. Tracking stops once the end is reached and users will not be able to progress further than what they have achieved up to that point.

read_more_link string

If the Battle Pass costs “money” you may want to route the user to a web site/page, where they can learn more about this battle pass. You can also use this field to route the user inside your application by providing a path or whatever works for you.

is_unlocked_incrementally boolean

Indicates if one level after the other must be activated or if users can activate whichever level they want. Typically battle passes are unlocked level by level, but if battle passes are used for other applications (like user referal programs) it can be useful to set this to false.

is_active boolean

Indicated if this battle pass is active.

unlocked_at string

The date in iso format when the user unlocked this Battle Pass.

can_purchase_with_money boolean

Indicates that this Battle Pass can be purchased via in-app purchase. This can be set in the Admin Panel.

can_purchase_with_coins boolean

Indicates that this Battle Pass can be purchased with SCILL Coins. This can be set in the Admin Panel.

BattlePassTranslation

Properties

language_id string

The id of the language

name string

The name of the Battle Pass in the local language set in the request (see Setting Language). In the admin panel you can either create HTML content or plain text.

description string

The description of the Battle Pass in the local language set in the request (see Setting Language). In the admin panel you can either create HTML content or plain text.

short_description string

A short description in the local language you can use to teaser battle passes or implement “expand for more” functionality.

disclaimer string

Use this to provide some terms and conditions following along this battle passes purchase.

BattlePassLevel

Battle Passes are grouped into levels that contain challenges that must be achieved to unlock the next level. Only challenges for the current level are tracking progress.

Properties

level_id string

Unique id of this BattlePassLevel object.

app_id string

The app id

battle_pass_id string

The id of the battle pass this level belongs to

reward_amount string

In the Admin Panel you can set different types of rewards. You can also set an identifier of an in-game-item or anything you like. Use this to include the reward into your own business logic.

reward_type_name string

There are different types of rewards available. Possible values are Coins, Voucher, Money and Experience. This is deprecated in favor of level_reward_type which uses a slug instead of a human readable expression

level_reward_type string

The reward type in a machine readable slug. Available values are nothing, coin, experience, item

level_completed boolean

Indicates if this level is completed, i.e. all challenges have been completed.

level_priority number

Indicates the position of the level.

reward_claimed boolean

Indicates if this level has already be claimed.

activated_at string

The date when this level has been activated or null if it’s not activated.

challenges BattlePassLevelChallenge[]

An array of BattlePassLevelChallenge objects. Please note, not all values are available from the challenge object, as battle passes handle the lifecycle of challenges.

BattlePassLevelChallenge

Each level in battle passes contains one or more challenges that need to be fullfilled to unlock the next level. This structure holds challenge information and is based on the Challenge structure. However, as Battle Passes manage the lifecycle of challenges, this data structure is a bit simpler. The same principles apply mostly as for the personal challenges, i.e. you can share the exact same UI to render personal challenges and battle pass challenges.

Properties

challenge_id string

The unique id of this challenge. Every challenge is linked to a product.

challenge_name string

The name of the challenge in the language set by the language parameter.

challenge_goal number

Indicates how many “tasks” must be completed or done to complete this challenge.

challenge_goal_condition number

With this you can set the way how the SCILL system approaches the challenges state. 0 means, that the counter of the challenge must be brought above the goal. If this is 1, then the counter must be kept below the goal. This is often useful for challenges that include times, like: Manage the level in under 50 seconds.

user_challenge_current_score number

Indicates how many tasks the user already has completed. Use this in combination with challenge_goal to render a nice progress bar.

challenge_xp number

If you have experience, player rankings whatever, you can use this field to set the gain in that when this challenge is rewarded.

challenge_icon string

In the admin panel you can set a string representing an image. This can be a URL, but it can also be an image or texture that you have in your games asset database.

challenge_icon_hd string

This is the HD variant of the challenge icon image. If you have a game, that runs on multiple platforms that could come in handy. Otherwise just leave blank.

type string

Indicates the status of the challenge. This can be one of the following unlock: Challenge does not track anything. in-progress: Challenge is active and tracking. overtime: User did not manage to finish the challenge in time. unclaimed: The challenge has been completed but the reward has not yet been claimed. finished: The challenge has been successfully be completed and the reward has been claimed

BattlePassLevelId

Used in previous versions of the battle pass system to provide the level_id via payload. We changed routes in newer versions to have level id in the path.

Properties

battle_pass_level_id string

The level id, i.e. battle_pass_level_id of the BattlePassLevel object

EventPayload

Events are the engine and driver for challenges, battle passes and leaderboards within the SCILL ecosystem. They are a simple, yet powerful data structure. The idea is, that you just send events for actions and things that happen in your game or application. SCILL leverages these info to update and progress challenges or to figure out the users score within a leaderboard. You don’t have to handle any state in your application or game, as everything is done by SCILL.

Properties

user_id string

This is your user id. You can set this to whatever you like, either your real user id or an obfuscated user id. However you need to be consistent here. Events linked to this user id only track if challenges or battle passes are unlocked with the same user id.

session_id string

This is required if event_type is single and identifies a session. This can be anything used to group events together. For example this can be a level or a match id.

event_name string

This is the event type as a string. These have predefined event names for many games and applications. It’s wise to use those as this allows us to analyse data and help you balancing your application or game.

event_type string

This is either single or group. You can send multiple events in one request (group) or send events in sequence. Please note, that depending on your tier you might run into rate limits.

meta_data EventMetaData

team_id string

Provide an optional team id that will be used in leaderboards to group results of teams.

EventProperty

This object holds information about a proporty of an event. Events have required and optional properties.

Properties

property_name string

The name of the property. Is the field value in the event payloads meta_data.

property_type string

The type of the property. Can be number or string.

EventDescription

Describes an available event structure

Properties

event_name string

The name of the event, i.e kill-enemy. This will be used in the EventPayload as event_name.

required_properties EventProperty[]

A list of required properties - properties that must be set

optional_properties EventProperty[]

A list of optional properties

EventMetaData

This holds metadata and is specific to each event type. Please have a look at the documentation to learn which properties need to be set for the event-type you want to send.

Properties

action_object string

The object that is the source of the action

action_subject string

The object that is the target of the action

action_type string

The name of the action

ammo_used number

Number of ammonition used

amount number

A general indicator for number of items (i.e. number of kills in kill-enemy event)

amount_gained number

The number of ammonition gained

amount_given number

The number of amminition given

animal_name string

The name of an animal

armor number

The “health” state of the armor

away_team_id string

The id of the opponent team

away_score number

The score of the opponent team

battle_status number

An integer value indicating the battle status (map it to an enum for example in your code)

bounty_name string

The name of the bounty

building_id string

The id or name of a building

building_level number

The level of the building

card_type string

The name of the card

character_name string

The name of a character

checkpoint_id string

The id/name of a checkpint

coordinate_x number

The x coordinate in your coordinate system, used for example to store position on a map

coordinate_y number

The y coordinate in your coordinate system, used for example to store position on a map

crew_name string

The name of a crew

damage_amount number

The amount of damage

distance number

The distance measured in any coordinate system of your choice. Please note: This is an integer field. If you need more precision multiple your floating point value with 1000 or so to keep the precision but storing it as an integer value

duration number

The duration in any unit you like

effect_id string

The effect id or name

enemy_character string

The character type or name of an enemy

enemy_type string

The type of an enemy

event_type string

The event type

fuel_consumed number

The number of fuel consumed

health number

The health

hit_type string

The type of a hit (i.e. head, torso, leg)

home_team_id string

The id or name of your or the home team

home_score number

The score of your or the home team

item_id string

The id of an item

item_name string

The name of an item

item_type string

The type of an item

kill_type string

The type of a kill

lap_position number

The position in a lap

level_id string

The id of the level

map_name string

The name of a map

map_section_name string

The name of a section of a map

mission_id string

The mission id

player_character string

The name of the player character

puzzle_id number

The id of a puzzle

race_position number

The position within a race

realm string

The realm

required_time number

The time required involed in this event. I.e. in a reach-checkpoint event this could be the time in seconds required to reach that checkpoint from the last checkpoint.

resource_gained string

The name/id of the resource gained

resource_given string

The name/id of the resource given (to someone else)

resource_name string

The name of the resource

round_id number

The id of the round

round_type string

The type of the round

score number

The score

stat_type string

The type of the stats item

time_condition string

The timing condition

transport_id string

The id of the transport

type string

The name/id of a type

unit_type string

The name/id of a unit type

upgrade_type string

The name of the upgrade

weapon_action string

The action taken on a weapon (i.e. infrared-activated)

weapon_id string

The id of the weapon

weapon_type string

The type of the weapon

weapon_used string

The name/id of a weapon used in a kill or similar event

zone_name string

The name of the zone

Error

Errors are reported using this structure. Error messages are human readable and will be translated (if available) in the language provided by the language query parameter.

Properties

code string

message string

UnknownChallengeError

Properties

error string

The error message

error_slug string

Machine readable error message

status_code number

HTTP status code of this error message'

SocketToken

Properties

socket_token string

NotificationTopic

Realtime updates are implemented via MQTT - a resource efficient real time message system. Each user has it’s own channel in our MQTT system that you need to request from the backend. This structure returns the topic for the user provided with the access token.

Properties

topic string

AccessToken

As SCILL does not know anything about the users an access token is required to handle authentication. Requesting an access token in the backend returns this object that contains the token which needs to be set as the Authentication Bearer in subsequent requests to the SCILL backend.

Properties

token string

ForeignUserIdentifier

Requesting an access token requires this object to be sent containing the user id of your user. The user id can be anything (we dont care) but it must be consistent for the lifetime of the user.

Properties

user_id string

Any string allowed, this is the foreign user identifier that has no relation in the SCILL database and the user is unkown to SCILL.

ChallengeWebhookPayload

The payload sent to the users webhook.

Properties

webhook_type string

The type of the webhook. Depending on the module, there are different webhook types indicating different events. Check the reference documentation to see all types.

category_position number

The index of the category this challenge is linked to. When you request personal challenges, you get an array of categories which contain an array of challenges in their challenges property. This value indicates in which category this challenge can be found. Speeds up updating UI as you don’t need to iterate through all catagories and challenges to find the challenge.

user_token string

The access token for the user of that challenge. You can use that user_token to directly send another event and therefore to chain different SCILL pieces together. For example you can send another event driving another challenge or battle pass whenever a user has completed a challenge.

new_challenge Challenge

old_challenge Challenge

BattlePassUnlockPayload

Unlocking a battle pass requires some info to be sent so we can validate everything is ok

Properties

purchase_price number

The purchase price. Set to 0 if this was free. The idea behind this is to provide information via an Admin Panel on average purchase price and to also allow showing users purchase info in their user account.

purchase_currency string

The currency (EUR, USD, etc) of the purchase price

BattlePassUnlockInfo

Properties

purchase_id string

The id of this battle pass purchase

battle_pass_id string

The battle pass id

user_id string

The user id of this battle pass purchase

purchase_price number

The price paid for this battle pass

purchase_currency string

The currency used to purchase this battle pass

purchased_at string

The date this battle pass has been purchased

battle_pass_completed boolean

Indicates if this battle pass has been completed

BattlePassChallengeChangedPayload

This payload is sent in Webhooks and notifications as part of the battlepass-challenge-changed notification. The idea is to provide enough information to quickly update UI or implementing backend logic. We provide both the state of the object before it changed, and after that. This allows you to react in many different ways.

Properties

webhook_type string

The type of the notification. If you receive this payload, it’s most likely battlepass-challenge-changed

old_battle_pass_challenge BattlePassChallengeState

new_battle_pass_challenge BattlePassChallengeState

BattlePassChallengeState

This object stores information about a battle pass challenge state. It is designed to update challenges loaded previously with the getBattlePassLevels API. Indices allow you to quickly update locally stored Challenge objects without iterating or reloading data.

Properties

app_id string

The unique id of the app

battle_pass_id string

The unique id of this battle pass.

level_id string

Unique id of this BattlePassLevel object.

user_id string

This is your user id. You can set this to whatever you like, either your real user id or an obfuscated user id. However you need to be consistent here. Events linked to this user id only track if challenges or battle passes are unlocked with the same user id.

level_position_index number

Typical usage pattern is to load battle pass levels with getBattlePassLevels operation and store them for rendering. Using this value you can quickly identify the index of the level that changed.

challenge_id string

The unique id of this challenge. Every challenge is linked to a product.

challenge_position_index number

Same as level_position_index. Use this index to identify the challenge that changed within the levels challenges array. Typical usage pattern is to update the previously stored score and type.

challenge_goal number

Indicates how many “tasks” must be completed or done to complete this challenge.

user_challenge_current_score number

Indicates how many tasks the user already has completed. Use this in combination with challenge_goal to render a nice progress bar.

type string

Indicates the status of the challenge. This can be one of the following unlock: Challenge does not track anything. in-progress: Challenge is active and tracking. overtime: User did not manage to finish the challenge in time. unclaimed: The challenge has been completed but the reward has not yet been claimed. finished: The challenge has been successfully be completed and the reward has been claimed

BattlePassLevelReward

This objects holds information about a battle pass reward

Properties

app_id string

The unique id of the app

battle_pass_id string

The unique id of this battle pass.

level_id string

Unique id of this BattlePassLevel object.

user_id string

This is your user id. You can set this to whatever you like, either your real user id or an obfuscated user id. However you need to be consistent here. Events linked to this user id only track if challenges or battle passes are unlocked with the same user id.

level_position_index number

Typical usage pattern is to load battle pass levels with getBattlePassLevels operation and store them for rendering. Using this value you can quickly identify the index of the level that changed.

reward_amount string

In the Admin Panel you can set different types of rewards. You can also set an identifier of an in-game-item or anything you like. Use this to include the reward into your own business logic.

reward_type_name string

There are different types of rewards available. Possible values are Coins, Voucher, Money and Experience.

BattlePassLevelClaimedPayload

Payload sent via Webhook or realtime notifications whenever a usrs level reward has been claimed. Use this payload to unlock the item for the specified user.

Properties

webhook_type string

The type of the notification. If you receive this payload, it’s most likely battlepass-level-reward-claimed

battle_pass_level_reward_claimed BattlePassLevelReward

BattlePassState

This object holds some basic info about lifetime of a battle pass and is used in expired notifications.

Properties

battle_pass_id string

The unique id of this battle pass.

app_id string

The unique id of the app

battle_pass_priority number

The priority of the battle pass. I.e. if multiple are available you can use this field to sort them.

start_date string

The date (in iso format) when the Battle Pass starts. Tracking begins once this date is passed.

end_date string

The date (in iso format) when the Battle Pass ends. Tracking stops once the end is reached and users will not be able to progress further than what they have achieved up to that point.

is_active boolean

Indicated if this battle pass is active.

LeaderboardV2Results_leaderboard_results_by_member_type

This object uses two keys - “user” and “team”, both of which contain ranking info

Properties