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style: standardize on "service" for Beamable product capabilities
Replace "feature" with "service" as the noun for Beamable product capabilities across all beamable-services/ pages. Rationale: the nav section is already "Beamable Services"; "service" aligns with the engineering-oriented audience and the existing structural vocabulary. Preserved: "Feature Support" table headers, "feature prefab/Prefab" (Unity asset references), occurrences in code blocks, and any use of "feature" referring to non-Beamable concepts. Scope: docs/unity/user-reference/beamable-services/ only. Whatsnew/, portal/, and CLI guide pages are intentionally excluded. 71 substitutions across 29 files. Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
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docs/unity/user-reference/beamable-services/bi/ab-testing-overview.md

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## A/B Testing API
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Unlike many Beamable Features, A/B Testing does not require a specific Beamable Feature Prefab to be used. The main entry point to this feature is C# programming.
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Unlike many Beamable services, A/B Testing does not require a specific Beamable Feature Prefab to be used. The main entry point to this service is C# programming.
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The main API is [`beamableAPI.TrialDataService`](https://csharp.cdocs.beamable.com/latest/interfaceBeamable_1_1Common_1_1Api_1_1CloudData_1_1ICloudDataApi.html#details).
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### Stats
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The [Stats](../profile-storage/stats.md) feature is related to A/B Testing in a couple of ways.
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The [Stats](../profile-storage/stats.md) service is related to A/B Testing in a couple of ways.
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**1. Automatic Stats**
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## Getting Started
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The **A/B Testing** feature allows game makers to deploy new functionality to subset of players.
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The **A/B Testing** service allows game makers to deploy new functionality to subset of players.
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### Creating Data
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docs/unity/user-reference/beamable-services/bi/analytics-overview.md

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- `platform_session_session_end`
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- `platform_session_install`
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But as you use Beamable features and as you write custom Telemetry events more data and tables will automatically be available. Query periodically to see what tables are available. The following query will provide you with a list of all currently available tables.
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But as you use Beamable services and as you write custom Telemetry events more data and tables will automatically be available. Query periodically to see what tables are available. The following query will provide you with a list of all currently available tables.
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```sql
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SELECT distinct table_name FROM information_schema.columns WHERE table_schema = 'your de_ID goes here'

docs/unity/user-reference/beamable-services/game-economy/inventory-overview.md

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# Inventory - Overview
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The Beamable **Inventory** feature allows game makers to manage owned items per player within the game.
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The Beamable **Inventory** service allows game makers to manage owned items per player within the game.
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Beamable's Inventory system is built on the Content feature. This means that content can be created and published via the [Content Manager](../profile-storage/content/content-unity.md#content-manager-editor), then granted to players through various workflows:
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Beamable's Inventory system is built on the Content service. This means that content can be created and published via the [Content Manager](../profile-storage/content/content-unity.md#content-manager-editor), then granted to players through various workflows:
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- Add/Remove inventory items to the active player during the course of gameplay. Ex. the player earns a new "Sword" inventory item based on in-game progress
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- Add inventory items to the active player via the Beamable [Store](stores-overview.md). Ex. the player pays real-world currency to buy a new "Sword" inventory item
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## Federated Inventory
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Beamable supports custom inventory federation using managed [microservices](../../cloud-services/microservices/microservice-framework.md). You can use this feature to extend the Inventory system with items that are managed externally.
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Beamable supports custom inventory federation using managed [microservices](../../cloud-services/microservices/microservice-framework.md). You can use this service to extend the Inventory system with items that are managed externally.
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Some use cases:
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docs/unity/user-reference/beamable-services/game-economy/stores-overview.md

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# Stores - Overview
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Beamable's Store feature allows the game maker to create a storefront in their application. Users can purchase items with real money or virtual currency. These can be attached to third-party purchasing methods (Apple, Google, etc.), or Unity's built-in IAP system.
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Beamable's Store service allows the game maker to create a storefront in their application. Users can purchase items with real money or virtual currency. These can be attached to third-party purchasing methods (Apple, Google, etc.), or Unity's built-in IAP system.
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The setup for Stores uses the [Content Manager](../profile-storage/content/content-overview.md#content-management), and relies on at least one valid [Virtual Currency](virtual-currency-overview.md), so it is recommended to review those features before implementation.
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The setup for Stores uses the [Content Manager](../profile-storage/content/content-overview.md#content-management), and relies on at least one valid [Virtual Currency](virtual-currency-overview.md), so it is recommended to review those services before implementation.
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Beamable supports purchasing using both virtual currency and real money (IAP) to purchase in-game items.
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}
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```
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To validate if the purchase was successful, we can also use the InventoryService to print out the inventory before and after the purchase. See the [Inventory](inventory-overview.md) feature for more details.
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To validate if the purchase was successful, we can also use the InventoryService to print out the inventory before and after the purchase. See the [Inventory](inventory-overview.md) service for more details.
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StoreTest.cs
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```csharp
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### Custom Purchaser
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The Beamable **Custom Purchaser** feature allows game makers to implement custom purchasing solutions for in-app purchases, bypassing Unity's built-in IAP system for complete control over the payment flow.
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The Beamable **Custom Purchaser** service allows game makers to implement custom purchasing solutions for in-app purchases, bypassing Unity's built-in IAP system for complete control over the payment flow.
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Consider implementing a custom purchaser when you need:
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### Custom Stores
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The Beamable **CommerceService** feature allows game makers to create custom storefronts with flexible purchasing options.
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The Beamable **CommerceService** service allows game makers to create custom storefronts with flexible purchasing options.
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```csharp
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await _beamContext.Api.CommerceService.Purchase(storeSymbol, listingSymbol);
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!!! danger "Security Warning"
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This feature is not secure unless you track this from within a MicroService and validate the purchase. It is highly advisable to do so to prevent a customer from spoofing or falsely tracking a purchase.
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This service is not secure unless you track this from within a MicroService and validate the purchase. It is highly advisable to do so to prevent a customer from spoofing or falsely tracking a purchase.
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Once your configuration has been setup to allow this API to function, then you can use the `.Api.PaymentService.Track` API to track the purchase. The various fields of the tracking request may be arbitrary strings of your choice, but for the sake of consistency you may want to match the patterns used by the Beamable Commerce Service.
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docs/unity/user-reference/beamable-services/game-economy/virtual-currency-overview.md

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# Virtual Currency - Overview
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The Beamable **Currency** feature allows game makers to manage in-game currencies for purchasing and economic systems. Virtual Currencies provide a flexible economic foundation for your game, enabling players to earn, spend, and manage various types of in-game money. The Virtual Currency system in Beamable is built on top of the [Content System](../profile-storage/content/content-overview.md). Currencies exist out of the box in the Beamable SDK as a content type.
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The Beamable **Currency** service allows game makers to manage in-game currencies for purchasing and economic systems. Virtual Currencies provide a flexible economic foundation for your game, enabling players to earn, spend, and manage various types of in-game money. The Virtual Currency system in Beamable is built on top of the [Content System](../profile-storage/content/content-overview.md). Currencies exist out of the box in the Beamable SDK as a content type.
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![virtual-currency-experience.png](../../../../media/imgs/virtual-currency-experience.png){: style="height:auto;width:500px"}
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docs/unity/user-reference/beamable-services/identity/federated-identity.md

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# Federated Identity
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Beamable supports custom authentication federation using managed [microservices](https://docs.beamable.com/docs/microservices-feature-overview). You can use this feature to implement an OAuth2, OpenID Connect, or a custom external authentication provider and use it with Beamable. We also support two-way challenge-based flows for PKI-based authentication for Web3/blockchain scenarios. Some use cases:
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Beamable supports custom authentication federation using managed [microservices](https://docs.beamable.com/docs/microservices-feature-overview). You can use this service to implement an OAuth2, OpenID Connect, or a custom external authentication provider and use it with Beamable. We also support two-way challenge-based flows for PKI-based authentication for Web3/blockchain scenarios. Some use cases:
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- Blockchain wallet authentication - Attach a wallet to a player's account and use it for authentication
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- External authentication provider integration - Already using something like Auth0? Use it for your game to achieve a Single Sign-On experience

docs/unity/user-reference/beamable-services/identity/providers/apple-sign-in.md

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# Apple Sign-In
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The purpose of this guide is for game makers to use Apple Sign-In with the Beamable Accounts feature.
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The purpose of this guide is for game makers to use Apple Sign-In with the Beamable Accounts service.
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Beamable integrates with Apple Sign-In to make it easy for users to sign in to your apps and websites using their Apple ID. Instead of filling out forms, verifying email addresses, and choosing new passwords, they can use Sign in with Apple to set up an account and start using your app right away. All accounts are protected with two-factor authentication for superior security, and Apple will not track users' activity in your app or website.
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docs/unity/user-reference/beamable-services/identity/providers/google-play-game-services-sign-in.md

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# Google Play Game Services Sign-In
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The purpose of this guide is for game makers to use Google Play Games Services with the Beamable Accounts feature.
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The purpose of this guide is for game makers to use Google Play Games Services with the Beamable Accounts service.
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Beamable integrates with Google Play Games Services to make it easy for users to sign in to your apps using their ID. Instead of filling out forms, verifying email addresses, and choosing new passwords, they can use a simple sign-in method to set up an account and start using your app right away. It makes it easy to use Beamable across different devices using one credential. A user always has the option to revoke access to an application at any time.
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This guide provides step-by-step instructions to set up Google Play Game Services Sign-In with Beamable's Accounts feature in a Unity project.
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This guide provides step-by-step instructions to set up Google Play Game Services Sign-In with Beamable's Accounts service in a Unity project.
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* Players can switch accounts or sign in with various methods. See the [Identity](../identity.md) service page for more info

docs/unity/user-reference/beamable-services/identity/providers/google-sign-in.md

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# Google Sign-In
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The purpose of this guide is to help game makers use Google Sign-In with the Beamable Accounts feature.
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The purpose of this guide is to help game makers use Google Sign-In with the Beamable Accounts service.
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Beamable integrates with Google's Sign-In service to provide authentication for your game. Google's [Sign-In](https://developers.google.com/identity/sign-in/web/sign-in) manages the OAuth 2.0 flow and token lifecycle, simplifying your integration with Google APIs. A user always has the option to revoke access to an application at any time.
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This guide provides step-by-step instructions to set up Google Sign-In with Beamable's Accounts service in a Unity project.
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- Players can switch accounts or sign in with various methods. See the [Identity](../identity.md) service page for more info

docs/unity/user-reference/beamable-services/identity/username-password.md

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Username and Password is a great way to provide cross platform authentication if you do not want social integration. In addition, you can use this method for allowing a player to signup for your game or service.
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Beamable will create a user account for you when you initialize, but you can use this service to also provide additional credentials for sign-in.
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!!! info "UI & Edge Cases"
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![Simple Username Password Flow](../../../../media/imgs/d86e42f-simple_username_password_flow.png){: style="height:auto;width:600px"}
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Using the username and password service is easy. There are just a few APIs you need to know about to be ready to go. Read more here to learn how to use `AddEmail` and `RecoverAccountWithEmail` methods of the `PlayerAccounts` SDK.
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## Declarations
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