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State variables

State variables are one of the core aspects of THNK. A state variable is the idiomatic way to send data to clients in THNK, and important to master to create a game.

Types of state variables​

There are currently 2 types of state variables: public state and player state.

Public state​

Public state is simply state variables shared with all clients: it is intended for public data. The public state variable is named State on both server and client.

Player state​

Player state is synchronized with a single player: it is intended for player-specific private data.

On the clients, your own player state can be accessed directly via the PlayerState variable.

On the server, a player's state variable can be gotten as a child of PlayerState named after the player's ID: for example, if a player has ID a, then you can get their player state variable as PlayerState.a. You'll usually want to use PlayerState[THNK::PickedPlayer()] to get the current player's state variable.


This is subject to breaking changes, PlayerState might become simply the currently picked player's state variable in the future.

Usage of state variables​

Using a state variable is simple: a state variable is simply a special type of structure variable. You can simply use any child variable of it as a normal GDevelop variable, and it'll be automatically synchronized on the client's side.

For example, one could make a chat system by appending strings to the array variable State.Messages, then on the client side, reading this variable and displaying all messages in this array.