Sessions
Player session data exposed to plugins as stable handles and snapshots.
In this section
Related section pages:
Session State
Sessions connect Bedrock identity, network metadata, locale, device data, resource-pack state, and the active player handle. Plugins read session data through snapshots so login state remains owned by the server.
- Identity data is resolved through gameplay player and session collections.
- Network and device details are read-only plugin data unless a documented service exposes a mutation.
- SkinProfile is a lightweight summary; Skin returns a cloned full snapshot; SetSkin is the official mutation path.
Player Access
When code already has a player handle, use handle methods for session-linked state instead of reaching into runtime internals.
motion-network.go
motion, ok := playerHandle.Motion()_ = motion_ = okerr := playerHandle.SetMotion(entity.Motion{X: 0.2, Y: 0.42, Z: 0})_, err = playerHandle.Knockback(entity.Position{X: 0, Y: 64, Z: 0}, 0.4, 0.36)network, ok := playerHandle.Network()locale, _ := playerHandle.Locale()device, _ := playerHandle.Device()skinProfile, _ := playerHandle.SkinProfile()skin, err := playerHandle.Skin()_, err = playerHandle.SetSkin(skin)_ = network_ = ok_ = locale_ = device_ = skinProfile_ = skin