> For the complete documentation index, see [llms.txt](https://docs.sparkframework.dev/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.sparkframework.dev/documentation/developer-guide/core-systems/characters/player-api.md).

# Player API

**Assembly:** `Spark.Player`

The Player plugin does not expose a public interface. It provides save data persistence for the player entity and a component for persistent player identification.

## Save Data

### PlayerSaveData

Stores player state between sessions. Extends `SaveDataEntry`.

| Field                  | Type                   | Description                                   |
| ---------------------- | ---------------------- | --------------------------------------------- |
| `playerEntityId`       | string                 | Persistent player identifier                  |
| `playerPosition`       | Vector3Serializable    | Last saved world position                     |
| `playerRotation`       | QuaternionSerializable | Last saved rotation                           |
| `sessionStartTime`     | long                   | Unix timestamp when the current session began |
| `sessionCount`         | int                    | Total number of play sessions                 |
| `totalPlaytimeSeconds` | long                   | Accumulated playtime across all sessions      |

**Methods:**

```csharp
void SetPlayerEntityId(string id)
string GetPlayerEntityId()

void SetPlayerPosition(Vector3 position)
Vector3 GetPlayerPosition()

void SetPlayerRotation(Quaternion rotation)
Quaternion GetPlayerRotation()

void UpdatePlayerTransform()   // Syncs position/rotation from SparkEntity before save
void UpdateTotalPlaytime()     // Calculates and updates session duration
```

## Components

### PersistentPlayerEntityId

MonoBehaviour that assigns a persistent ID to the player entity. Requires `SparkEntity`.

On initialization, it checks for an existing ID in `PlayerSaveData`. If none exists, it generates one in the format `player.{12-char-guid}.{unix-timestamp}` and stores it.

This component supports both Local and Networked entity ID sources.

## Usage

```csharp
// Access player save data through the Save plugin
var savePlugin = Spark.GetPlugin<ISaveDataPlugin>();
if (savePlugin != null)
{
    var playerData = savePlugin.GetSaveData<PlayerSaveData>();
    Debug.Log($"Player ID: {playerData.GetPlayerEntityId()}");
    Debug.Log($"Sessions: {playerData.sessionCount}");
    Debug.Log($"Total playtime: {playerData.totalPlaytimeSeconds}s");
}
```


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