Ship incremental config changes to a game version as patches.
Patches let you make incremental changes to a game version’s
configuration after it’s been created — without standing up a whole new version.
Scope: patches apply to a single game version.
A game version’s configuration cannot be edited once that version is in production. Patch a
dev or staging version, validate it, then promote — production versions are locked to keep live
players stable.
Dashboard
Unity
Unreal
Create and manage a version’s patches on the Game Patches page (Configurations → Game
Patches), while the version is in dev or staging.
Manage a version's patches in the dashboard.
Your game receives the patched configuration automatically — the generated config accessor
returns the patched values for the running game version, so a normal read needs nothing extra
and never has to know whether a patch applied. With a player signed in, the overrides of the
player’s segments and the player’s own apply on top of the patch; see
Remote Config.
using Flock;using Flock.Generated.Configs;// Already patched, if a patch applies to this game version.GameplayConfig gameplay = await FlockClient.Instance.Config.GetGameplayAsync();
Inspecting the patches themselves — listing them, or fetching one by id — is not part of
the Unity public API. Those reads are internal, used by code generation. Use the dashboard
to see which patches exist and what they change.
Flock Resolve Config Data already returns the patched values for the running game version, so a
graph usually needs nothing else — it never has to know whether a patch applied. With a player
signed in, the overrides of the player’s segments and the player’s own apply on top of the patch;
see Remote Config.
#include "FlockSubsystem.h"UFlockSubsystem* Sdk = UFlockSubsystem::Get(this); // this: any object in the game's world// ConfigId: the config's Id, read with GetConfigByName (see Remote Config).Sdk->GetConfigProvider()->ResolveConfigData(ConfigId, [](TFlockResult<FFlockStructuredData> Data){ // The patched values where a patch applies, the config's own otherwise.});// The patches themselves, in C++ only.Sdk->GetConfigProvider()->GetPatchesByConfig(ConfigId, [](TFlockResult<TArray<FFlockGamePatchSchema>> Patches) {});
To inspect the patches themselves — all patches, by id, or by config — use the config provider in
C++; those reads are not yet exposed as Blueprint nodes.
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UFlockSubsystem`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`::`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`Get`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`}),_jsx(_components.span,{style:{color:`#0550AE`,\"--shiki-dark\":`#569CD6`},children:`this`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`);`}),_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:` // this: any object in the game's world`})]}),`\n`,_jsx(_components.span,{className:`line`}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:`// ConfigId: the config's Id, read with GetConfigByName (see Remote 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