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  • T

    Does a Pre-hook consume an extra API call?

    Scheduled Pinned Locked Moved General cloud code
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    A

    @Ben-Morris unfortunately yes
    they promised to solve it in BC 5.0 though

  • C

    NodeJS setup question

    Scheduled Pinned Locked Moved Solved APIs unity api
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    C

    Thanks @Paul-Winterhalder and @David-St-Louis-0 . I'm communicating with our web dev and am passing on the information to him. I'll respond here once I get more information from him. Appreciate the quick replies.

  • K

    lobbyId ?

    Scheduled Pinned Locked Moved Solved APIs ios lobbyid lobby matchmaking
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    K

    Oh okay, I understand.
    Yeah I was already trying to use the C++ SDK, and I will also be waiting for the Obj-C one.

    Thank you!

  • A

    Inquiry of service capabilities and suggestions on the best way to implementation

    Scheduled Pinned Locked Moved General currency multiple devices leaderboard multiplayer
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    Paul WinterhalderP

    What sort of devices? Will people really sit there logged into multiple devices, and expect them all to rise in realtime?

    I mean, wouldn't a user play on one device. Finish, and maybe pick up another device - and when they do, you refresh all the stats when the app loads?

    I would suggest you use RTT for real-time notifications - but we actually assume that that a user would only have one logged in RTT session - so that won't work.

    You could send push notifications to all of the devices. Push notifications can have data payloads - so your client app(s) can catch the updated data, or maybe the notification is just a signal to the client to request updated data... (likely more flexible).

    Alternatively, I guess your option best option would be to have the devices poll every <x> minutes or so...

    Honestly, the use case still seems a bit weird though - I'm probably just not understanding something 🙂

    Paul.

  • G

    Question about CloudCode API Hook and Global Property read costs / usage count

    Scheduled Pinned Locked Moved Solved General
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    G

    My question has been answered.
    Thank you for your kind and detailed explanations every time.

  • M

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

    Scheduled Pinned Locked Moved Solved General
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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!

  • G

    The Unreal Engine Bootcamp Suggests Storing The Secret Key In The Game Files

    Scheduled Pinned Locked Moved Unsolved General
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    Paul WinterhalderP

    Thanks @Brad-Hester !

  • M

    Does LeaderboardService.RemovePlayerScore revert rewards?

    Scheduled Pinned Locked Moved Solved Cloud Code
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    J

    Q1: The removed player is completely excluded from reward calculation, so if the deletion happens before the job runs, that player is never iterated over and receives no rank or rewards.
    Q2: Yes, the modified score will be used. The job always reads live state. Note that whether the score actually gets modified depends on the leaderboard type (e.g., for the LOW_VALUE type, only updates if the new score is less than the existing)
    Q3: No backfilling, the next joiner goes to the latest instance, not the freed spot in ^2. No loop over earlier instances (^1, ^2) ever happens. The next joiner goes to ^3 (or ^4 if ^3 is full). The freed spot in ^2 stays empty permanently.

  • N

    Field access restriction inquiry

    Scheduled Pinned Locked Moved Feature Suggestions
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    Paul WinterhalderP

    Then just call GetSessionForSessionIdAndProfileId() again.

    The check your are doing requires the retrieval of the session from memcached. Retaining a copy of the session and then checking that field later will not solve your use case...

    i.e. if the players session was valid at the time the system calls GetSessionForSessionIdAndProfileId() -- and then becomes invalid while you've got the session cached --- you can't just check the "isLoggedOut" field - because even if you COULD access it - you would be accessing a STALE copy of it.

    So just re-call GetSessionForSessionIdAndProfileId() and if that call is non-null - the session is STILL good - and you are gold.

  • M

    Are the Cloud Code type definitions (.d.ts) in the local setup guide outdated?

    Scheduled Pinned Locked Moved Solved Cloud Code
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    J

    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

  • L

    Scheduled Script Proxy API Calls

    Scheduled Pinned Locked Moved Unsolved General
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    Paul WinterhalderP

    As I mentioned in the support chat - the issue is that midnightPSTinUTC isn't dynamically calculated for midnight today -- it's midnight PST on Oct 4th. [i.e. over a week ago].

    What's happening is the call is accepting that past date - which puts the script in the front of our queue to be run ('cause we think we're late!) - and it gets run in the next 60 second job interval. And then reschedules itself in the past again.

    So basically this script is running roughly 60*24 = 1440 times a day.

    Anyway - I'll have the devs look into it - we should return an error if you are scheduling the script too far into the past... [i.e. a second or two in the past is probably fine - and best to do in case the scheduling script has delays of some sort... but clearly 10 days in the past is too far! Probably 60 mins in the past is too far! 🙂 ]

  • MattForemanDevM

    Need support for both Meta Quest *and* Oculus Rift platforms for a single game

    Scheduled Pinned Locked Moved Feature Suggestions
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    Paul WinterhalderP

    Cool. Thanks for the update @MattForemanDev !

  • devsleeperD

    Pre-Game Lobby: Groups vs Lobby?

    Scheduled Pinned Locked Moved Solved General
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    J

    Please refer to the article -- Implementing Continuous Lobbies in the brainCloud Help Center for details.

  • L

    Recurring scheduled tasks?

    Scheduled Pinned Locked Moved Unsolved Cloud Code
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    Paul WinterhalderP

    We agree with that @antony - we'll get that request to the devs.

  • L

    Localization Issue

    Scheduled Pinned Locked Moved Unsolved General
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    L

    Thank you so much!

  • L

    Inconvenience of Viewing Users on the Leaderboard

    Scheduled Pinned Locked Moved Portal-X Suggestions
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    L

    Gooood!!!

  • C

    Best Practices - Level Completion and Rewards

    Scheduled Pinned Locked Moved General
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    Paul WinterhalderP

    That said - any system you want can be constructed with cloud code.

    Hope that helps!

  • G

    Async match without opponent

    Scheduled Pinned Locked Moved General unity async match
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    A

    Also looking for this type of functionality, so id +1 this feature request

  • D

    Processing Refunds?

    Scheduled Pinned Locked Moved APIs refunds transaction log
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    A

    @Paul-Winterhalder It'd be great if we can have this info. +1

  • T

    Stacktrace for Cloud Code errors?

    Scheduled Pinned Locked Moved Cloud Code cloud code script rhino cloud code
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    Paul WinterhalderP

    Well - the new release isn't out yet - it's just a Release Candidate.

    https://github.com/mozilla/rhino/releases

    That said - we are very happy to see the progress - since it has been over a year since 1.7.13 was released!

    Hopefully soon!

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