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Push Notification Basics

Welcome to the Basics

Push notifications give developers a channel to send an immediate, customized, message to their player’s home screens. Using PlayFab's push feature, developers may send unlimited push notifications to any number of devices completely free of charge. As a general guideline, always tell players up front how you will be using the push notification service. Explaining how your game rewards or communicates via push notification can be the difference in building community engagement versus driving players away.

A screenshot from an Android device's notification area showing a push notification.

The Push Notification System

Push notifications are possible due to a delicate linkage of three major systems:

  1. The vendor-specific channel ( Google, Apple, etc )
  2. The player’s OS / device (Android, iOS, etc)
  3. Cross-platform message routing (PlayFab via Amazon SNS)

If any of these systems are unlinked, clients will stop getting notifications. It is fairly simple to accidentally change one of the three systems and thereby break the link. Furthermore, it is difficult to know at any individual point in the flow if all of the systems are configured properly.

The PlayFab Push Routing System

Every PlayFab title can enable one Google (GCM) and one Apple Push (APNS, APNS_SANDBOX) notification channel at a given time. This can be configured one of two ways:

  1. Use the UI in Game Manager under Settings >Push Notifications.
  2. Manually configure using the PlayFab Admin API.

Detailed Setup Guides:

Push Messages In-Game

This step will vary based on the development engine / platform; however, the easiest way to receive push notifications is using a Unity project with our SDK and the FCM plugin for android, or just Unity for iOS.

  • Receiving push on Android - requires a plugin, the best supported plugin is the native FCM plugin
  • Receiving push on iOS - does not require a plugin for basic push messages

Please see the FCM Documentation for instructions on how to set up the FCM Unity plugin, or push on Android Studio.

Testing the Setup

After configuring your title and client, you can test your configuration via the PlayFab Server API. SendPushNotification enables developers to send as many push notifications as needed at no extra cost. You can use PlayFab's Cloud Script service as a quick and secure server API environment. From there, push notifications can be sent as needed. Upload or append the following code to your title’s Cloud Script. 

Consider the following scenario: players in your title may access Leaderboard based on "Rank" statistics. Each player may pay 1 CH currency and challenge another player which is up to 5 positions away from the current player. 

First, consider a virtual currency as shown on the screenshot below (consult with Virtual Currency guide to define one):

Consider the following Statistics defined for each player (consider this guide for generating test leaderboard):

Once you've set up these prerequisites, you can set up a push-notification challenge system:

The following client code will call the Cloud Script "ChallengePlayer":

public void ChallengeRandomClosePlayer(string currentPlayerId) {
    PlayFabClientAPI.GetLeaderboardAroundPlayer(new GetLeaderboardAroundPlayerRequest() {
        MaxResultsCount = 10,
        StatisticName = "Rank",
        PlayFabId = currentPlayerId,
    }, result => OnLeaderboardLoaded(result,currentPlayerId),OnPlayFabError);

private void OnLeaderboardLoaded(GetLeaderboardAroundPlayerResult leaderboard, string currentPlayerId) {
    var index = (int)(UnityEngine.Random.value * (leaderboard.Leaderboard.Count-1));
    if (leaderboard.Leaderboard[index].PlayFabId == currentPlayerId)
        index = (index + 1) % leaderboard.Leaderboard.Count;
    var targetId = leaderboard.Leaderboard[index].PlayFabId;

    PlayFabClientAPI.ExecuteCloudScript(new ExecuteCloudScriptRequest() {
        FunctionName = "ChallengePlayer",
        FunctionParameter = new Dictionary<string, object>() {
            { "TargetId", targetId }
    }, null, OnPlayFabError);

public void OnPlayFabError(PlayFabError obj) {

The "ChallengePlayer" Cloud Script code will handle the request, validate leaderboard state and send the challenge push-notification to the target:

handlers.ChallengePlayer = function (args) {
    var targetId = args.TargetId;
    var leaderboard = server.GetLeaderboardAroundUser({
        MaxResultsCount : 10,
        PlayFabId : currentPlayerId,
        StatisticName : "Rank"

    for(var i = 0; i < leaderboard.Leaderboard.length; i++) {
        var target = leaderboard.Leaderboard[i];
        if(target.PlayFabId !== targetId) continue;

        // subtract virtual currency from current player
            VirtualCurrency : "CH",
            PlayFabId : currentPlayerId,
            Amount : 1

        // get current player profile
        var profile = server.GetPlayerProfile({
            PlayFabId : currentPlayerId

        // try to send push notification
        try {
                Recipient : targetId,
                Package : {
                    Message : `${profile.DisplayName} challenges you for a battle!`,
                    Title: "You have been challenged",
        } catch (ex) {
            // Target player has not registered for Push Notifications

Push Notification Best Practices

This is an awesome power. When abused, however, it can drive away users and cause them to not only opt out of future notifications but to leave a game entirely. If used judiciously, though, push notifications can be one of your best tools for building and maintaining your game's community.

Push notifications are a fire and forget message protocol, similar in vein to UDP. There is no guarantee that your players will receive, open, or engage with your message. With that caveat, it is a good practice to use messages as bonus content rather than as a critical part of your gameplay loop.

For iOS platforms, apps are given a one-time dialog prompt from the OS allowing the user to determine the status of push notifications. After the user has made their initial selection, this setting will persist until:

  • The app is updated or reinstalled
  • The user makes changes to the settings from their phone’s settings menu

For Android apps, notifications are enabled by default and can be turned on and off at will from the client. It is a good practice, however, to re-initialize your notification listeners with every session.


These files will be useful to follow the steps outlined below.

Firebase Unity SDK: All-in-one FCM solution for Unity. This SDK, among all other features, allows to receive and process Push Notifications sent via FCM.

Blog post: detailing additional strategies and techniques, and another about the most recent upgrade in push functionality and switching to FCM as the primary plugin for Android.

Test: our API using Postman

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