You can find the Knowledge Base link on our documentation site, which is linked to https://getbraincloud.com/.
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Note there is also this doc - in case you already have a GameLift-based app:
Note: If you are just starting out with your multiplayer implementation, we highly recommend starting with the built-in brainCloud Room and Relay servers.
Get the basics of that running first.
And then you can migrate the hosting portion of things to EdgeGap, GameLift or i3D.net afterwards.
[It just reduces the complexity of initially getting things up-and-running...]
Paul.
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Hi Francesco, thanks for the suggestion about the folder-level import/export feature. I will have our team review it. FYI, you could script the uploads using the SysPrepareUpload S2S API to avoid doing it manually through the portal.
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Yes, the link provided in that article is automatically updated. For your reference, here is the actual embedded link behind it:
https://portalx.braincloudservers.com/dts/cloudcode_dts_files.zip -
You can check out the relevant articles in our knowledge base hub, the following links should help:
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Thanks for confirming @peter !
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Bundles are described in our release notes here - https://updates.braincloudservers.com/braincloud-5.9-is-live-23Q66A
Randomly assigning 100 items? (Gotta say that sounds like a lot). That said - we are adding it to our roadmap.
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Have you checked the logs to see what those users are sending in for the country code during authentication? And can you see any commonality amongst those users?
From your stats it looks like we are correctly detecting US, Korea and Argentina... What code are we reading in wrong?
If you send us your appId (via the chat widget) we can take a better look at your users.
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You cannot set
meta=trueandscript=falsebecause meta deployments automatically export all cloud code scripts as part of the full configuration snapshot, and the validation enforcesscripts=trueto reflect what will be deployed accurately; however, you can setmeta=falseandscript=falseto exclude scripts from deployment, and you can override the default deployment behavior set in the portal for itemCatalog and productPricing. -
So @noah ,
I guess we misunderstood your use case. By the way you were describing things, we were envisioning a scenario where a user avatar is created, and they need to have an initial set of items - i.e., a cheap sword, a cheap shield, worn leather armor, worn boots, etc. Thus, we thought allowing you to add that to a bundle (where maybe you'd have a different bundle per character class) would make sense.
But I guess that's not what you are getting at? From your message:
It differs somewhat from the goal of "dynamically distributing a single item at once."
I mean - if it's a quantity of a SINGLE item as you say - then our existing
AwardUserItem()call does allow you to specify a quantity. That said, I suspect you mistyped and meant to say "dynamically distributing MULTIPLE items at once" - which, as you say, would require anAwardMultipleUserItems()call.Anyway, we can queue up an
AwardMultipleUserItems()call on the roadmap - but we're doing heavy lifting on new features for 6.0 right now - and this is easily handled via a custom script (and remember, calls from scripts are just 1/2 API count each, so it's more efficient that way too) - so it won't be top priority at this point.So - in summary - I can't promise this will be in the next release. Never say never (sometimes the devs fit extra stuff in once the main features are complete) - but I'd say unlikely for 6.0 - more likely for 6.1 or 6.2.
But as I noted - easily handled via a script, right? Unless I'm missing something?
Paul.
Paul.
AWS Gamelift integration guide
AWS Gamelift integration guide
Bulk upload/download of Files folders
Are the Cloud Code type definitions (.d.ts) in the local setup guide outdated?
AWS Gamelift integration guide
Are there plans to support Storekit 2 receipt verification?
Improving inventory inefficiencies
Unknown Country, Language
builder/v1/deploy api latest schema
Improving inventory inefficiencies