If I want server authorative persistent data storage that clients cannot edit, do unity multiplayer services have any built in solution for that or do I need to use a 3rd party/roll my own? My first thought was to fire a state change to cloud code and save the data using Cloud Saves. But I am pretty sure players can execute Cloud Code and Cloud Saves, so I would need to work out some kind of authentication system where only the server can execute that code. Not to mention Cloud Saves can be edited by players (I think) and the pay size of a cloud size is fairly low if you wanted to store a lot of data in a single document (ie: a server-only document). Basically what I want: Example: A player kills someone, I want to store somewhere that their kills are +1, and that they have killed playerId xyz123, so that I can use it to populate statistics on a tooltip. I want that data to be persistent forever and viewable while connected to any UGS game server. For example if the player then hovered over xyz123, they get a tooltip showing how many times they've killed that player and how many times the player has killed them.