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Permissions overview

This page is the starting point for setting up permissions in your game. It shows the layers that decide what a player can do, the permission keys you work with, and a checklist for configuring them.

All permission configuration is done by app admins (members with the manage_apps permission on the app's organization). manage_apps is a per-user permission checked on the normal bearer token, so admins can configure permissions from any trusted context — including a browser admin tool such as the management UI, not only a backend service. The standing advice is simply to keep a privileged admin token out of the untrusted client you ship to end users.

The three layers​

A player's effective abilities come from three layers that stack:

LayerWhere you set itScopeAnswers
App access + tierManagement APIWhole appCan this player play, and what does their tier allow everywhere?
Grid permissionsGame API — Grids and permissionsA 3D regionWhat may this player do in this specific area?
Team rolesGame API — TeamsA teamWho may manage this team, and what does the team grant in the world?
Channel rolesGame API — ChannelsA channelWho may manage this channel, and who may publish to it (send_messages)?

Tiers set the baseline for the whole app. Grids add spatial rules on top — either expanding control in an area (e.g. a player owns their plot) or restricting it (e.g. a safe zone). Teams let you grant and delegate at the group level instead of player-by-player.

Open by default​

Permissions are always enforced on the realtime path — every spatial action a player takes is checked against their app access, tier, and grid permissions. There is no "permissions off" mode.

To keep the common case effortless, a new app is open by default:

  • Creating an app provisions a default tier that grants the explicit legacy gameplay allowlist (access, teleport, update_voxel_data, use_voice_chat) and the two communication keys (use_text_chat, use_direct_messages).
  • The app gets a default grid that spans the whole world, and any player you grant app access is automatically granted those same legacy keys on that grid.

The four code keys (write_server_code, run_server_code, write_client_code, run_client_code) are deliberately excluded. Adding new runtime keys does not widen the default tier/grid automatically; server/client code remains opt-in.

The communication keys are the one exception: any tier that grants access also grants use_text_chat and use_direct_messages, whether or not its permissionKeys name them, unless you create or update it with applyCommunicationDefaults: false. Pass false to take text chat or direct messages away from a tier. Both keys are app-level only: grids never carry them.

Editing a tier does not reach players who already joined

The automatic grid grant above happens once, when the player is first given app access. It is a snapshot of the tier at that moment, not a live link to it.

So adding a key to a tier later — run_server_code, say, so players can switch their mods on — reaches every new player and none of the existing ones. They keep the keys they were granted on the way in. Nothing errors: enforcement needs the key at both the app and grid layers, so the tier now allows the action and the grid still refuses it.

To bring existing players up, grant the key on the grid as well:

mutation {
grantGridPermissions(input: {
appId: "APP_ID", gridId: "GRID_ID", userId: "USER_ID",
permissionKeys: ["run_server_code"]
}) { __typename }
}

Check who has what with gridUserPermissions before and after — a tier that reads correctly while a grid row lags behind is the shape this failure takes.

So a fresh app behaves like an open sandbox: any entitled player can move, build, and use voice anywhere — no manual grid or grant setup required. You only do the work below when you want to restrict something (a non-building safe zone, plot ownership, members-only areas, etc.). Restriction is opt-in; openness is the default.

Permission keys​

Grid and tier permissions use these runtime keys:

KeyAllows
accessEntering / moving / sending events in an area
teleportTeleporting within the app (wire enforcement may depend on the client path)
update_voxel_dataEditing voxels (building)
use_voice_chatVoice audio. From replication server v0.43.0, hearing it too.
use_text_chatNearby text (sendTextPacket, opcode 136) and channel messages (sendChannelMessage, sendRangedChannelMessage; opcodes 17 and 32). In every tier that grants access unless you pass applyCommunicationDefaults: false. Bit index 10; app-level only (appliesToGrid false).
use_direct_messagesMessages to one player (sendSingleActorMessage, opcode 142). In every tier that grants access unless you pass applyCommunicationDefaults: false. Bit index 11; app-level only. From replication server v0.43.0 a player under 18 never holds it, whatever the tier.
use_video_chatWebcam video (sendVideoPacket / wire opcode 143). Opt-in: not in a new app's default tier, because every receiver in range pays the egress for every frame — grant it on a tier deliberately. Bit index 9; appliesToApp and appliesToGrid both true.
write_server_codeAuthoring/deploying server code in owned grids
run_server_codeRunning admitted server code in owned grids
write_client_codeAuthoring browser-target code
run_client_codeRunning admitted browser-target code
use_studio_agentEntering the Agentic Crowdy Studio protocol. Separately grantable and app-only; it does not imply project, runtime, grid, Play-lease, trust, or commerce authority.

Query the Management API runtimePermissions for the live catalog when building a permission picker in your studio tools.

use_video_chat follows the tier onto the grids the platform creates for a player: the default world grid grant and a self-claimed chunk (claimGridChunk) carry it only when the player's tier does. Grids you create yourself list it explicitly in permissionKeys like any other key.

use_studio_agent currently occupies replica permission bit index 8, but clients and tier configuration should use the stable key instead of hard-coding the bit. It has appliesToApp=true and appliesToGrid=false; do not require or infer a grid ACL row for this key. Agentic Build still checks the four target-specific code keys above, and Play still checks a human-granted lease plus the ordinary game permissions. See Agentic Crowdy Studio.

Teams use a separate set of team-management keys (manage_group, manage_members, manage_roles, invite_members) — see Teams.

Set up permissions for your game​

  1. Define tiers and what each grants. In the Management API, create your access tiers and choose which permission keys each tier grants app-wide (for example, a free tier with access only, and a builder tier that adds update_voxel_data). This is the baseline every player gets.

  2. Decide which regions need finer control. Create grids for those regions. A grid can be a whole zone or a single chunk, so you can hand one player control of exactly one chunk.

  3. Cap what a region allows (optional). Use setGridPermissionLimits to make safe zones — e.g. allow access and use_voice_chat but never building, regardless of other grants. To stop building on land nobody has claimed, close the wilderness (updateApp with wildernessWritesOpen: false).

  4. Grant permissions in the region. Either:

    • Per player with grantGridPermissions (e.g. give a plot owner update_voxel_data on their chunk), or
    • Per team/role with assignGroupToGrid — grant a whole team (or just members holding a specific role) permissions across a region, or
    • To every player with setGridOpenPermissions — a public build area or an arena (open grids).
  5. Let players run their own teams (optional). Use setTeamPolicy to choose who can create teams (admin / member / anyone) and the default join policy. Team leaders can then manage their own members and roles.

How it's enforced​

The realtime layer (the Buddy replication servers) checks permissions on every spatial message — this is always on. A message is accepted only if the sender has active app access whose tier holds the needed key and the target chunk is inside a grid where the sender holds that key. A player without access to a region can't act there, building requires update_voxel_data, voice requires use_voice_chat, text and channel messages require use_text_chat on the app, and messages to one player require use_direct_messages on the app; anything else is rejected with UNAUTHORIZED. From replication server v0.43.0 the receiving side is checked too: voice, video, text and direct messages reach only players who hold the matching key, and each player's voice and video settings, contacts and blocks decide the rest. Building is checked against the chunk's most specific covering grid only (the smallest box; of equal boxes, the lowest gridId), and against the app's wilderness setting when that grid is the world grid; the other keys are granted by any covering grid. See which grid decides a voxel write. With the open-by-default setup above this is transparent — the default grid grants every entitled player every key everywhere — until you add narrower grids: a nested grid decides building in its chunks, so a zone everyone should build in must be opened. A player's effective keys on a grid are:

(their tier baseline) plus (direct grants ∪ team/role grants ∪ the grid's open keys) on that grid, within the grid's limits.

Use gridUserPermissions (one grid) or nearbyGridPermissions (all grids around a chunk) to see exactly what a player has where.

  • Grids and permissions — grids, limits, direct and group grants.
  • Teams — teams, roles, delegation, and assigning teams to grids.
  • Channels — app-wide message channels, the send_messages role, and publishing/receiving channel messages over the realtime UDP path.
  • Voice, video, contacts and blocks — each player's settings, contacts and blocks, and the defaults for players under 18.
  • Mods — players' server code on grids they own, the code keys it needs, and the app's code admission.
  • Avatar state and Actor state — owner-exclusive write / public read for character data.