Record detailed, feature-scoped ban information for your players.
Flock bans are informational. A ban derives from your feature configuration and is applied
on a per-feature basis: Flock gives you the tools to record rich ban details and expose a
player’s ban status, but what to do about a ban is up to your game — we don’t block anything for
you.
Dashboard
Unity
Unreal
Bans are driven by your feature configuration (Configurations → Features). Create and manage
detailed ban records on the Manage Bans page, scoped to the relevant feature.
Create detailed ban records in the dashboard.
GetBanAsync returns the ban record for a player. Flock surfaces the status; the enforcement
is yours — restrict a feature, show a message, or anything else.
PlayerBan ban = await FlockClient.Instance.Player.GetBanAsync(FlockClient.Instance.CurrentPlayerId);if (ban?.Data != null && ban.Data.TryGetValue("multiplayer", out FeatureBan feature)) Debug.Log($"Banned from multiplayer: {feature.Reason} (until {feature.EffectiveDatetime})");
The player ID is required — there is no signed-in default, so pass CurrentPlayerId.Per-feature bans are keyed by feature name in the record’s Data map, each entry carrying
Reason, BanDuration, and EffectiveDatetime. An unbanned player is a success with nothing
in Data, not a failure — check the map rather than treating the call as a pass/fail.Bans are never cached: they are security state that can change server-side at any moment.
Flock Get Player Ban returns the record for the signed-in player, or another if you supply an ID.
An unbanned player is a success, not a failure — you get an empty record, so check
IsBanned() rather than the result flag. Per-feature bans are keyed by feature name in the
record’s Data map.Bans are never cached: they are security state that can change server-side at any moment.
Bans are purely informational — Flock provides the data, your game decides the action. Acting on a
player’s ban status is implemented by you, within the game.