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  • Question about adding Items/Bundles to a Promotion via Cloud Code API

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    johnhJ
    @moondory77 brainCloud 6.0 is releasing this month (June 2026). I am really excited about the headline features for it, hope you love it!
  • Automated Promotion not associated for users already in target segment

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    Paul WinterhalderP
    Ah - great to hear @jongdae-won . Thanks for the update!
  • Question about timing for newly deployed Automated Promotions

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    G
    Thank you for your kind response.
  • Feature Request / Question: Selective Promotion Exclusion During App Deployment

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    johnhJ
    @gyutaelee I will investigate the Per Promotion Deployment option you requested. As I was working on this I thought there may be a workaround for you that you would like. This could work for your team with minimal effort and on your current version of brainCloud portal. My solution hides the promotion so that only users you flag as TESTERS will see it. This would let your PROD testers gain the benefit of the no-ads promotion without disrupting your monetization. Within Automatic Promotions, there is the option to Target members of any of these segments. [image: 1779474011850-cb1f4861-16f8-432a-bb22-4b71dc0b0ce1-image.png] Within Scheduled Promotions, there is the option to Offer this promo to: Only users in: [image: 1779472315918-2a5f3a28-91ba-4f2c-bb1c-5a2c04ead1e5-image.png] Advancing to App > Design > Segmentation > Segments we can create a segment that filters to players that are flagged as Testers. [image: 1779472502119-59f8d7bc-3640-450f-ab67-086af9b8acdd-image.png] Now, segments need to have at least one more criteria, so let's choose something like has logged in at least 1 time. [image: 1779472567232-d86e5f6d-ded8-4c7e-ab26-1c07f9813f0e-image.png] Save this Segment IMPORTANT! Add the segment to your Promotion This will limit the promo to only eligible users. Noone else sees it! [image: 1779474059997-7aca6582-cff3-4469-ae98-6339b341ba06-image.png] Next we will need to flag some users as Testers. For a DEV app, the easiest way to do this is to go to the User Browser, RECENTLY ACTIVE and pick players (your testers) with recent activity. [image: 1779473025782-ec366981-f641-4833-87f2-64798766555c-image.png] GO TO USER to bring up their user summary and check the IsTester checkbox. [image: 1779473098382-d1094afd-ca63-4ce6-8070-477c879fb1d4-image.png] Testers get a special icon [image: 1779473149842-e02b71bc-db5b-4127-a6a7-1528697aee6f-image.png] Next, we will return to Segments. Segments are automatically processed overnight, but you can Refresh Segments immediately with the REFRESH SEGMENTS button. Please note: refreshing segments processes every player so this process can take a while and preferably left to low-traffic times of day. [image: 1779472658705-e306d8e0-553d-475c-a780-43fbed29a271-image.png] After processing completes, we can check the cohort of testers by returning to the User Browser choosing BROWSE, and Browse Within A Segment. [image: 1779473489489-43a330f6-e572-4b0b-a8ca-c0d631e63240-image.png] These are my Testers, so everything worked. [image: 1779473539999-a8b56bbb-536c-447b-9e7d-a8d8236ff165-image.png] Since only testers are eligible for the promotion, you are free to deploy it to PROD without affecting your monetization. And the PROD Testers you select will be able to gain the workflow benefit of no ads. Could you let me know if this solution solves your problem? Let me know if you have any questions, Regards John -Design
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    johnhJ
    Case 13633 - [implementing]
  • New users are never counted — all users appear as Returning Users after launch

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    G
    @Paul-Winterhalder , could you please respond to @noah 's inquiry?
  • Two Questions: Follow System & Referral Rewards

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    johnhJ
    Hi @gyutaelee I am bringing this to the dev team for further discussion. thank you for suggesting it.
  • The Unreal Engine Bootcamp Suggests Storing The Secret Key In The Game Files

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    Paul WinterhalderP
    Thanks @Brad-Hester !
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    G
    Thank you for your helpful response. I will proceed as you suggested.
  • Matchmaking To An Edgegap Hosted Server Instance

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    Steve JonesS
    Hey, thanks for reaching out. To answer your main question directly: yes, brainCloud's lobby and matchmaking system can trigger an Edgegap server deployment automatically. You do not need to build a custom C++ room server to make this work. https://github.com/getbraincloud/examples-cpp/tree/develop/relaytestapp The relaytestapp example on the develop branch of examples-cpp is a working client example that does exactly what you are describing. It uses brainCloud lobbies and matchmaking to find a match, and once the lobby is ready to launch, brainCloud handles spinning up the Edgegap server and passes the connection details back to all players through RTT. The server configuration you see in the screenshot is what ties everything together on the brainCloud side. That entry defines which Edgegap application to deploy, which regions to consider based on the selected beacons, and the credentials needed to make the deployment call. Once that server is linked to a lobby type, the entire launch sequence is handled for you. The relaytestapp is a solid starting point to see this end to end. [image: 1778170400682-screenshot-2026-05-07-at-12.13.17-pm.png]
  • NewUser detection issue

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    J
    The aggregation that counts new users is not real time, it runs at hourly granularity, so there can be a delay before the stats reflect the actual number of users. At the time of checking again, the numbers had updated as follows [image: 1776208016406-9e98453d-669c-427b-8cce-1152267fd864-image.png]
  • This topic is deleted!

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  • Request for Granular Migration Options in Deployment (Excluding DivisionSetIds)

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    Greg MouldsG
    Hi @noah , This support has already been added to the Builder API. The new options can be specified when importing app configuration data OR when deploying an app. When importing app configuration data, there is a new optional 'preserveDivisionSetConfigsOverride' parameter that can be specified. If not specified, it will default to whatever the value is for 'preserveLeaderboardTournamentConfigs'. When deploying from one app to another, there is a new optional 'divisionSetConfigOverrides' parameter that can be specified in the 'options.meta.excludes' section. If not specified, it will default to whatever the value is for 'leaderboardsTournaments'. I will endeavour to get our Builder API docs updated with these new parameters. Let us know if you encounter any issues using them. Thanks! Greg
  • Option to exclude certificate settings in deploy

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    N
    The structure is such that the certificate and template are distributed simultaneously. What I need is to distribute only the template, excluding the certificate.
  • Inquiry Regarding Tournament Reset Schedules and Early Season Termination

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    Paul WinterhalderP
    @moondory77 - why would you need/want to update a tournament in progress? We consider the tournament to be a contract between the player and the game dev. You enter this tournament. You have <X> hours to compete. And you can win <Y> in prizes. Changing the rules half-way through the tournament seems unfair? You are changing the duration? The prizes? These are both things that the player did not agree to. Anyway - that was the assumption of the system - and it's why once a tournament is started any changes you make to the tournament get queued up for the NEXT tournament cycle, not the current one. That said - divisions are even more complicated - as even if we wanted to there would be potentially thousands of records to update to make the change. I need to better understand your use case to consider this request. Paul.
  • Notification Templates

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    J
    We’re planning some major changes to our push notification system, it’s more than just adding a few titles and content fields to the templates. It's not a near-term, stay tuned!
  • This topic is deleted!

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  • Newtonsoft.Json fails to deserialize integer fields after BrainCloud SDK upgrade 5.9.3

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    L
    Symptom After updating from 5.9.2 to 5.9.3, iOS/iPadOS experiences gradual performance degradation during extended play sessions, eventually leading to app termination This issue did not occur on 5.9.2 Suspected Code In BrainCloudComms.cs - HandleResponseBundle, the following line was added in 5.9.3: jsonData = JsonWriter.Serialize(JsonReader.Deserialize(jsonData)); Concerns This performs a full deserialize → reserialize on every API response Immediately after, DeserializeJsonBundle parses the same data again — effectively parsing every response twice Each response generates a large number of temporary objects (Dictionary, List, boxed values, strings) that are immediately discarded On iOS with IL2CPP (Boehm GC), could this repeated allocation/deallocation pattern cause managed heap growth over time? Question Could this code potentially contribute to memory-related issues on iOS during extended play sessions?
  • Request: Improve Leaderboard Editing UX (Success Popup Blocks Buttons)

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    L
    There are multiple leaderboards in the game separated by region, but aside from the region itself, they all use the same settings. When creating them initially, cloning works fine. However, after they have been created, if I need to adjust various options, I have to edit each leaderboard one by one. The main problem is that every time I save a change, the “Updated successfully” popup appears and covers the edit button, which makes consecutive edits across multiple leaderboards very inconvenient. It would be much more efficient if there were a way to edit multiple leaderboards with identical settings at the same time. At the very least, moving the success popup to a location where it does not block the button would greatly improve usability.
  • AWS Gamelift integration guide

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    J
    You can find the Knowledge Base link on our documentation site, which is linked to https://getbraincloud.com/.![9b4015ab-4420-4d80-9368-5accf73b92c8-image.png](/assets/uploads/files/1773063700802-9b4015ab-4420-4d80-9368-5accf73b92c8-image.png)