# Configs

## Configs for your World

**Configs** contain static metadata for your game. Developers can change the game Configs in the canister without needing a new game build.

Configs are stored in the **World** canister, and are fetched by the Unity client when the game starts.&#x20;

Configs look like this in code:

```motoko
public type Config = {
    cid : Text;
    fields : Map.Map<Text, Text>;
};
```

* **cid:** The config id for this Config
* **fields:** A hashmap of fields and values
