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    It's really useful post,[url=https://www.latestdatabase.com/]Buy Email Database[/url]
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    And brainCloud 4.9 is live!

    Let us know if you have questions or issues!

    Paul.

  • NPM braincloud package install

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    You can bypass the peer dependencies by adding --legacy-peer-deps flag to your npm install. After modifying package.json, then use npm-install-peers to install the rest of peer dependencies.

  • This topic is deleted!

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  • brainCloud 4.8.0 is live!

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  • Web Payments

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  • Setting up segment integration

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    I figured it out. Segment has a Legacy - Project source type, using that worked.

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    I downloaded the BrianCloud plug in for Unreal Engine, I can integrate user authentication, and real-time chat between connected players in a day.

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    Solved:

    IDK if this is the right approach but I am using brainCloud's LitJson and JSONMapper. I will map out the things I need and put it into an object of variables I chose to parse out.

  • Removing a anonymous external ID?

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    Update:

    Authentication seems to be going well. I can automatically sign user in using ANON, and attach an email and pass. I can also log a user in using existing email and pass and getAnonID and store it and proceed to use that AnonID to use AnonID on startup for silent authentication. However, if user selects anon account but then the user decides to log into an existing email and pass account, how would I go about deleting the new ANON account the user decides to "throw" away?
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    (Post the answer from brainCloud chat channel)

    Actually, there is a workaround that you can perform the tournament rewards adjustments,

    Turn off the auto claim Add a post-hook to Authenticate instead <- where auto-claim would normally run And in the post-hook look to see if they have tournament rewards, and if they do, claim them there - performing any award adjustments that need to be made.
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    (Note: this issue has been solved through our online chat support.)

  • Web client security

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    @David-St-Louis-0
    On my last question, can you restrict API calls to only be from a specific web domain or mobile app is? Google Api's allowed to restrict calls to firebase to be specifically from an web domain, or the specific app ID's.
    Another way to ask it, is there any way to restrict API calls to from a specific location?
    Thanks again,
    -Chad

  • RPG's on BrainCloud?

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    Hi Chad,

    Sorry for the late reply.

    Yes, brainCloud can handle RPG style games well, it provides a rich set of features that benefits any type of game - includes very flexible multiplayer tech, Our built-in real-time multiplayer services are more based around the idea of shared game experiences that last a finite period of time (i.e. arena shooters, casual multiplayer, etc.). Our matchmaking, lobby services, room server system, etc are all geared toward making this sort of experience easy and inexpensive to build - but also can integrate with 3rd party or custom tech. brainCloud provides support for custom Room Servers that can support any type of custom or 3rd party multiplayer tech. For all these characters related data (user data), you can use User Entity or Custom Entity to store and trace them. The end-user profileId and anonymousId are stored securely in the client library wrapper on user devices. Users' IAP items and currency end up “unlocking” “awarding” these to the associated profileId, so that will never be lost. If a player is offline, you need to have some code on your side to handle this situation with the request callbacks, as long as “update()” is not called, it will not process sending packet bundles or process callbacks from the received packets. Shouldn't keep all calls for later. Instead, update player stats once connected, in 1 call.

    Hope that helps!

  • brainCloud 4.6 is now live!

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    As a further heads up folks - it is looking like the 4.5.6 server release may get delayed until early next week. This is to allow us to create a proper mechanism for controlling with specific versions of Lobby Services are active at a time... (right now, it is possible for both old and new lobby services to be active during an upgrade transition - and given how much lobby processing has changed in this release - that wouldn't be good).

    That said - the rest of 4.5.6 is ready - so we are going to be doing a bit of an incremental roll-out...

    We are starting to release the 4.5.6 Client Libraries today We are also making the 4.5.6 Relay Servers available (on our existing 4.5.5 servers) <- this is a simple feature gate for us to enable.

    Then, once the 4.5.6 servers (with the new Lobby Servers and a few other fixes) are available, we will release them... that should be either late this week, or more likely early next week).

    Anyway, just FYI...

    Paul.