Local storage
Local Storage is asynchronous. This means reading and writing data does not complete immediately. The actions only start the process of reading or writing a value, and the game continues to run in the interim. This ensures that slow or busy storage systems do not impact the performance of the game. When the read or write is complete, a trigger fires (On item get or On item set) which indicates either the value is available to read (with the ItemValue expression) or that the value was successfully written.
For example here is a flow to read the value of the key "score":
1.Use the action Get item "score"
2.A moment later, On item "score" get triggers
3.In this trigger, use the ItemValue expression to read the item