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brainCloud Forums

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    [Unity] AddFriendsFromPlatform/ListFriends doesn't return correct platform
  • Paul WinterhalderP Paul Winterhalder

    Hi @devsleeper - please contact our support directly (via the support chat widget) to provide that information.

    Note that I think Steam will only return friends that you have that also have the game.

    Also note that Jason is correct - you don't have to use that call unless you wanted to make a local (braincloud) copy of those friend relationships.


  • [Unity] AddFriendsFromPlatform/ListFriends doesn't return correct platform
  • J JasonL

    Please contact us via our support chat to provide the info above.


  • [Unity] AddFriendsFromPlatform/ListFriends doesn't return correct platform
  • J JasonL

    Also, please provide us with your brainCloud app ID along with the associated profile IDs for those users.


  • [Unity] AddFriendsFromPlatform/ListFriends doesn't return correct platform
  • J JasonL

    This means brainCloud will automatically check the external platform for existing friend relationships, so you don’t need to call AddFriendsFromPlatform if they’re already Steam friends.

    The friend info returned depends on each user’s Steam privacy settings as well, so ensure their profiles aren’t set to private for the friends’ data to be retrieved.


  • [Unity] AddFriendsFromPlatform/ListFriends doesn't return correct platform
  • J JasonL

    You might be a bit unclear about the AddFriendsFromPlatform call. This method adds the specified externalIds as internal (which is brainCloud) friends from the given platform. Suppose users are already friends on the external platform. In that case, you don’t need to call this explicitly, brainCloud will automatically retrieve and reflect that friendship (as long as users grant your app permission).

    For example, if User A and User B are friends on Facebook, and both authenticate using Facebook, then when you call ListFriends, you’ll see their friendship automatically without needing to call AddFriendsFromPlatform.


  • Pre-Game Lobby: Groups vs Lobby?
  • J JasonL

    You can set up a lobby type with no server by leaving the server dropdown unselected in the lobby type configuration.

    e678a202-7170-409e-a1b6-16d612b51c4a-image.png
    In this setup, the lobby will disband after sending the STARTING event once it's full. At that point, you can use
    the OnLobbyEvent callback and connect your players to Photon Cloud when the DISBANDED event is received.

    Lobbies in brainCloud are flexible, they can be used to gather players before transitioning into hosted servers or async offline matches, and more.


  • Pre-Game Lobby: Groups vs Lobby?
  • J JasonL

    Currently, lobbies are the only supported way in brainCloud to connect players to a hosted server. If you need a session-based gathering that transitions into a hosted game, lobbies are the right option.

    Also, note that the lobby creation APIs include a parameter called otherUserCxIds, which you can use to invite/add additional users (who are already connected via RTT) directly into the lobby.


  • [Unity] LobbyService.CreateLobby - Best time to show and hide a "Connecting..." popup?
  • J JasonL

    First, it's recommended to use FindOrCreateLobby call instead of CreateLobby. It’s generally a better approach since it handles both cases — creating a new lobby if one doesn’t exist, or joining an existing one if it does. This gives your players a smoother experience when first trying to get into a lobby.

    Second, just to clarify the sequence: the STARTING event doesn’t mean the lobby itself is starting, it happens after members have already joined and the server launch conditions are met. At that point, brainCloud is spinning up a game server for the lobby. You can find more details in our lobby documentation here -- https://docs.braincloudservers.com/api/capi/lobby/#lobby-events

    Because of this, your loading spinner should remain active continuously after the FindOrCreateLobby call succeeds, since the user’s intent (“joining a lobby”) isn’t complete yet, from the user’s perspective, they’re still “joining a lobby” until they either:

    Receive ROOM_READY → success, hide the spinner.

    Receive an error → failure, hide the spinner and show an error.

    This way, you avoid the hide → show gap, and the spinner matches the full lifecycle of the join process; it simply stays up until the full lobby join flow is resolved.

    So in short: use FindOrCreateLobby, and keep the loading spinner up until you get either ROOM_READY or a failure event.


  • Off topic: What are your thoughts on the "Stop Killing Games" movement?
  • Paul WinterhalderP Paul Winterhalder

    Good points @antony .


  • Ability to save custom-entity query macros
  • Paul WinterhalderP Paul Winterhalder

    Hi @william - thanks for the suggestion - I'll present it to the devs.

    One note - when doing custom queries, MongoDB should automatically choose the appropriate index for it -- you shouldn't have to mention it in your query. Thus - adding a custom index for queries that you are finding slow SHOULD pseed them up... (thus your last feature is actually part of the system)

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