• Discuss all the things!

    96 Topics
    284 Posts

    Hi Nguyen,

    brainCloud makes use of both Memcached and Redis as part of it's architecture - but we do not directly expose these in our APIs.

    What was your use case?

    Paul.

  • Suggestions for improvements, new features, etc.

    22 Topics
    69 Posts

    Diving into our new game and found a work-around ~ use private viewing. I have our reference game open in a private window, and the new project in the main one.

  • Questions specific to particular APIs, libraries, etc.

    44 Topics
    150 Posts

    brainCloud supports a wide range of popular in-app purchases, including Google Play, Apple, Facebook, Amazon, and Steam, etc.. In most cases, the purchase process is initiated through the corresponding IAP plugin that you need to download into your Unity project. Then, verify the receipt received from the purchase outcome with brainCloud by calling VerifyPurchase API. It should be noted that the necessary configuration for the IAP store must be set up in the brainCloud portal for your app, including the products section and platforms section. Some store integration examples are available on our documentation website -- https://docs.braincloudservers.com/learn/portal-tutorials/store-integration-google/
    Hope this helps!

  • General cloud code discussions...

    28 Topics
    98 Posts

    Hi @Paul-Winterhalder,

    Your matchmaking system is fine for our needs, but in our game players need to be online to compete.
    For now I solved it by using a web hook (post) on FindPlayers, which takes the list, uses the Presence API (GetPresenceOfUsers) to see if the users are online and returns only those.
    It works well, but if FindPlayers had an option to exclude offline users it would probably be even better.
    Imagine this use case:

    I limit the result to 10 users I have 12 users in total, of which 10 offline and 2 online it is possible that in the FindPlayers result there are only the 10 offline (which happened) my hook cleans the list and returns 0 users, when in reality there would be 2 available.

    Regarding arbitrary DisableMatchMaking, I would need to clean the list of offline users who for some reason remain with MatchMacking enabled. Imagine the case:

    a player searches for opponents -> EnableMatchMaking is called the game searches for opponents for 30 seconds, then calls DisableMatchMaking and stops the search if the player receives a phone call or for some reason closes the app before the 30 seconds are up, the user is left with MatchMacking active in this case, even if formally right that MatchMacking is active, the player should not be chosen because actually not available for our game.
    Among the MatchMacking options you have "Automatically disable matchmaking for players after XX days". Even if I set it to 1, it doesn't seem to work (maybe a bug?), in fact the player always remains enabled until it is disabled from the game using DisableMatchMaking.

    Thanks,
    Alessio

  • brainCloud's online learning tutorials and examples.

    3 Topics
    3 Posts

    brainCloud developers have just release several playable builds of our famous examples! See our cool features in action. Find them at https://getbraincloud.com/demos for Windows, Mac, online and mobile.

brainCloud 5 is alive!

brainCloud 5 features Portal-X (our next-gen portal), Integrated Forums (you found them), our new Bootcamp training videos, and more!

Join the discussion here!

brainCloud Bootcamp!
brainCloud's new video learning portal is now online! Go check out brainCloud BootCamp!

Need to report a defect?
Use the chat widget from the Design Portal - or send an email to support at getbraincloud.com. Thanks!