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Update docs for Unity SDK 5.1.0: Admin Console, Beam Samples, what's new
Unity SDK 5.1.0 replaces the prefab-based Admin Console ("Admin Flow") with a built-in runtime integration, renames the Beam Library window to Beam Samples, and ships several Content Manager and configuration changes. Bring the docs in line with what's shipping. - Replace the prefab/Admin Flow section in the Beam Samples page with a deprecation pointer to the built-in Admin Console page - Migrate the built-in command table and custom-command API into admin-console.md; de-AdminFlow the example; fix MAIL_UPDATE and BeamableConsoleCommand reference typos; strip terminal periods - Rename "Beam Library" to "Beam Samples" in the page and nav (the window is now Lightbeam-focused, not prefab-focused) - Fix BeamableBehaviour spelling in installing-beamable.md - Expand the 5.1 what's-new page to cover Content Manager improvements, the Beam Samples rename, the new ContentConfiguration and MicroserviceConfiguration options, the new gem icon, and notable fixes; fix typos and convert headings to sentence case - Add a tag-filtering caveat for OmitContentManifestTags in content-unity.md - Correct a stale "Admin Flow" reference to "Admin Console" in ab-testing-overview.md (AdminFlow was only ever the prefab) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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‎docs/unity/getting-started/installing-beamable.md‎

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Now you are ready to start your first Beamable project!
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## Say _hello_ to Beamable!
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To confirm that you have a working Beamable setup, we will pull in the `BeamableBehavior` component and make sure we can access a player account using the [Admin Console](../user-reference/runtime-systems/admin-console.md).
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To confirm that you have a working Beamable setup, we will pull in the `BeamableBehaviour` component and make sure we can access a player account using the [Admin Console](../user-reference/runtime-systems/admin-console.md).
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![Animated walkthrough of the Unity Editor in play mode: the Beamable runtime initializes in the Console, then the Admin Console opens to confirm access to a player account.](../../media/imgs/getting-started.gif)
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‎docs/unity/user-reference/SUMMARY.md‎

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- [Admin Console](runtime-systems/admin-console.md)
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- Editor Systems
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- [Editor Login](editor-systems/unity-editor-login.md)
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- [Beam Library](editor-systems/beam-library.md)
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- [Beam Samples](editor-systems/beam-library.md)
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- [Offline Mode](editor-systems/offline-mode.md)
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- [Autogenerated SDK](editor-systems/autogenerated-sdk.md)
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- [Builds & Environments](editor-systems/builds-environments.md)

‎docs/unity/user-reference/beamable-services/bi/ab-testing-overview.md‎

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### Debugging manifests
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For debugging the manifests, game players can use the Admin Flow to enter commands.
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For debugging the manifests, game players can use the Admin Console to enter commands.
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**Commands**
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‎docs/unity/user-reference/beamable-services/profile-storage/content/content-unity.md‎

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| `tag:a` | returns all content elements that have the `"a"` tag |
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| `tag:a b` | returns all content elements that have the `"a"` tag and the `"b"` tag |
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!!! info "Good to know: tag filtering and `OmitContentManifestTags`"
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If you enable `OmitContentManifestTags` on `ContentConfiguration`, the manifest your game fetches at runtime is downloaded without tags. Tag-based `GetManifest` and `ContentQuery` filters (for example, `tag:weapon`) then return no results in builds. The in-Editor Content Manager search box is unaffected, since it filters local content.
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**Id Filtering:** To filter by content id, use the `id` filter constraint, or use no constraint at all. The `id` filter constraint is the default constraint. The following table shows examples of id constraints.
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| Filter String | Description |
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# Beam Library overview
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# Beam Samples overview
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The Beam Library is a collection of package samples and prefabs to help get you started learning the Unity SDK. To open the Beam Library, click on the Beamable Button (at the top-right of the Unity window), and select _Beam Library_.
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The **Beam Samples** window is a collection of Lightbeam samples that help you get started learning the Unity SDK. To open it, click the Beamable button (at the top-right of the Unity window) and select _Beam Samples_.
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![Select "Open Beam Library" from the Beamable Button](../../../media/imgs/533076e9cddc444ecdf9be5f5e2310b7d293fbc95b5792a9959a803433fd7955-image.png){width="400px"}
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![Select "Open Beam Samples" from the Beamable button](../../../media/imgs/533076e9cddc444ecdf9be5f5e2310b7d293fbc95b5792a9959a803433fd7955-image.png){width="400px"}
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Now the _Beam Library_ should be open.
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Now the _Beam Samples_ window should be open.
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![Beam Library Window](../../../media/imgs/7b0d4957423d75029795d0d58132b6e7ca953f448a97b7057065519465467364-image.png){width="400px"}
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![The Beam Samples window](../../../media/imgs/7b0d4957423d75029795d0d58132b6e7ca953f448a97b7057065519465467364-image.png){width="400px"}
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Each card represents a Package Sample. When you click the "Open Scene" button, a Beamable sample will be added to your assets folder under `Assets/Samples/Beamable`.
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Each card represents a Lightbeam sample. Selecting a sample copies it into your project under `Assets/Samples/Beamable`.
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## Admin Console
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Most of the package samples are entire Scenes that help you get started understanding a topic. However, the _Admin Console_ is unique, because it is a prefab that gets added to your project.The prefab is helpful to dropping into your project, because you can use it to interact with Beamable at runtime.
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!!! warning "Deprecated: prefab-based Admin Console"
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Earlier SDK versions shipped the Admin Console as a prefab (the "Admin Flow" feature) that you added to your scene from this window. That prefab is deprecated and scheduled for removal in a future release. The Admin Console is now a built-in runtime integration that requires no prefab — see [Admin console](../runtime-systems/admin-console.md) for setup, the built-in command reference, and the custom-command API.
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### Admin Console prefab
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#### Overview
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The **Admin Flow** Feature Prefab provides developers with debugging capabilities.
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The purpose of this feature is to offer the game maker an in-game UI for executing game commands and cheats.
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#### Usage
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The Admin Flow can be opened at runtime in multiple ways:
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- Within the Unity Editor, press the "~" key
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- Within a Mobile Build, use a "three-finger swipe-up gesture"
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#### The user interface
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![The Beamable "Admin Flow" UI in the Unity Game Window](../../../media/imgs/admin-flow-ui-game-window.png){width="200px"}
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#### Adding to your project
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The Admin Prefab is accessible via the _Beam Library_ window. You can open the _Beam Library_ and add the admin prefab to your scene.
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#### Admin commands
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Once the Admin Flow is open, type an admin command into the input field and press return.
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There are built-in Beamable admin commands and game makers can create custom admin commands for additional functionality.
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##### Using Beamable admin commands
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| Command | Detail |
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| :---------------------------------------------- | :------------------------------------------------------------------------------------------------------------------- |
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| `help` | Shows the list of all admin commands |
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| `TRACK_PAYMENT` | Track a test payment audit |
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| `ECHO <message>` | Repeat message to console. |
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| `WHERE <command>` | Find where a specific console command was registered from, if it was registered with a DBeamConsoleCommand attribute |
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| `account_toggle` | emit an account management toggle event |
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| `account_list` | list user data |
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| `IDFA` | print advertising identifier |
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| `RESET` | Clear the access token and start with a fresh account |
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| `LOCALNOTE [<delay> [<title> [<body>]]]` | Send a local notification. Default delay is 10 seconds. |
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| `TIMESCALE <value> \| variable` | Sets the current timescale |
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| `SUBSCRIBER_DETAILS` | Query subscriber details |
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| `DBID` | Show current player PlayerId |
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| `ENTITLEMENTS <symbol> <state>` | Show current player entitlements |
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| `HEARTBEAT <dbid>` | Get heartbeat of a user |
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| `LOGIN_ACCOUNT <email> <password> ` | Log in to the PlayerId designated by the given username and password |
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| `MAIL_GET <category>` | Get mailbox messages |
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| `MAIL_UODATE <id> <state> <acceptAttachments> ` | Update a mail |
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| `REGISTER_ACCOUNT <email> <password>` | Registers this PlayerId with the given username and password |
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| `EXPIRE_TOKEN` | Expires the current access token to trigger the refresh flow |
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| `CORRUPT_TOKEN` | Corrupts the current access token to trigger the refresh flow |
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| `TEST-ANALYTICS` | Run 1000 events to test batching/load |
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| `IAP_BUY <listing> <sku>` | Invokes the real money transaction flow to purchase the given item_symbol. |
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| `IAP_PENDING` | Displays pending transactions |
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#### Force-enabled
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Within the Unity Editor, press the "~" key to open the in-game console. This always works, regardless of player privileges or "Admin Flow" settings.
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On device, use a three-finger swipe gesture to open the in-game console. This only works if the player has sufficient privileges, or if the "Admin Flow" settings specify the console should always be available.
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!!! info "Best Practice"
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- For security reasons, it is not recommended to allow a players to access the in-game console. Beamable has precautions in place to prevent this
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The in-game console, on-device, will **only** appear if the force-enabled checkbox is true, or if the current player's account has tester, developer, or admin privileges.
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The Beamable Portal allows game makers to grant player privileges. This privilege-requirement only applies to device, not the Unity Editor.
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### AdminFlow API
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#### Creating custom admin commands
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Game makers can create custom admin commands for additional functionality.
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AdminFlowCustomCommandExample.cs
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```csharp
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using Beamable.ConsoleCommands;
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using UnityEngine;
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namespace Beamable.Examples.Features.AdminFlow
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{
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[BeamableConsoleCommandProvider]
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public class CustomConsoleCommandProvider
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{
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[BeamableConsoleCommand ("Add", "A sample addition command", "Add <int> <int>")]
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public string Add(string[] args)
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{
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var a = int.Parse(args[0]);
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var b = int.Parse(args[1]);
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return "Result: " + (a + b);
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}
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}
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/// <summary>
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/// Demonstrates <see cref="AdminFlow"/>.
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/// </summary>
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public class AdminFlowCustomCommandExample : MonoBehaviour
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{
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// Unity Methods --------------------------------
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protected void Start()
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{
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Debug.Log($"Start() Instructions...\n" +
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" * Run The Scene\n" +
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" * Type '~' in Unity Game Window to open Admin Console\n" +
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" * Type 'Add 5 10'\n" +
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" * See 'Result: 15' in Unity Console Window\n");
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}
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}
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}
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```

‎docs/unity/user-reference/runtime-systems/admin-console.md‎

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> help
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```
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## Built-in commands
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Beamable registers these commands by default:
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| Command | Detail |
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| :---------------------------------------------- | :------------------------------------------------------------------------------------------------------------------ |
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| `help` | Show the list of all admin commands |
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| `TRACK_PAYMENT` | Track a test payment audit |
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| `ECHO <message>` | Repeat a message to the console |
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| `WHERE <command>` | Find where a console command was registered from, if it was registered with a `BeamableConsoleCommand` attribute |
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| `account_toggle` | Emit an account management toggle event |
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| `account_list` | List user data |
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| `IDFA` | Print the advertising identifier |
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| `RESET` | Clear the access token and start with a fresh account |
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| `LOCALNOTE [<delay> [<title> [<body>]]]` | Send a local notification (default delay is 10 seconds) |
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| `TIMESCALE <value> \| variable` | Set the current timescale |
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| `SUBSCRIBER_DETAILS` | Query subscriber details |
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| `DBID` | Show the current player's PlayerId |
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| `ENTITLEMENTS <symbol> <state>` | Show the current player's entitlements |
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| `HEARTBEAT <dbid>` | Get the heartbeat of a user |
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| `LOGIN_ACCOUNT <email> <password>` | Log in to the PlayerId designated by the given username and password |
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| `MAIL_GET <category>` | Get mailbox messages |
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| `MAIL_UPDATE <id> <state> <acceptAttachments>` | Update a mail |
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| `REGISTER_ACCOUNT <email> <password>` | Register this PlayerId with the given username and password |
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| `EXPIRE_TOKEN` | Expire the current access token to trigger the refresh flow |
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| `CORRUPT_TOKEN` | Corrupt the current access token to trigger the refresh flow |
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| `TEST-ANALYTICS` | Run 1000 events to test batching and load |
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| `IAP_BUY <listing> <sku>` | Invoke the real-money transaction flow to purchase the given item |
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| `IAP_PENDING` | Display pending transactions |
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## Custom commands
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You can register your own commands to extend the console. Annotate a class with `[BeamableConsoleCommandProvider]` and each command method with `[BeamableConsoleCommand]`:
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CustomConsoleCommandExample.cs
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```csharp
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using Beamable.ConsoleCommands;
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using UnityEngine;
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namespace Beamable.Examples.AdminConsole
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{
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[BeamableConsoleCommandProvider]
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public class CustomConsoleCommandProvider
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{
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[BeamableConsoleCommand("Add", "A sample addition command", "Add <int> <int>")]
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public string Add(string[] args)
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{
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var a = int.Parse(args[0]);
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var b = int.Parse(args[1]);
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return "Result: " + (a + b);
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}
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}
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/// <summary>
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/// Demonstrates a custom <see cref="BeamableAdminConsole"/> command.
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/// </summary>
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public class CustomConsoleCommandExample : MonoBehaviour
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{
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protected void Start()
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Debug.Log($"Start() Instructions...\n" +
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" * Run the scene\n" +
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" * Type '~' in the Unity Game window to open the Admin Console\n" +
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" * Type 'Add 5 10'\n" +
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" * See 'Result: 15' in the Unity Console window\n");
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}
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}
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}
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```
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## Logging to the console
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