• Categories
  • Recent
  • Tags
  • Popular
  • Solved
  • Unsolved
  • Users
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Darkly)
  • No Skin
Collapse
brainCloud Forums
    • All Time
    • Day
    • Week
    • Month
    • All Topics
    • New Topics
    • Watched Topics
    • Unreplied Topics
    • All categories
    • All tags
    Load new posts
Log in to post
  • K

    Is there a place I can see all possible error code that can come back from various APIs?

    Scheduled Pinned Locked Moved Unsolved Cloud Code cloud code error
    5
    0 Votes
    5 Posts
    2k Views
    Paul WinterhalderP

    There is a global list of reason codes here - https://docs.braincloudservers.com/api/appendix/reasonCodes

  • L

    Stop making all tabs go to the same project. Immediately.

    Scheduled Pinned Locked Moved Portal-X Suggestions
    5
    0 Votes
    5 Posts
    2k Views
    L

    Diving into our new game and found a work-around ~ use private viewing. I have our reference game open in a private window, and the new project in the main one.

  • J

    Global Entities What, when, where and how?

    Scheduled Pinned Locked Moved General entity database
    5
    0 Votes
    5 Posts
    2k Views
    J

    Thank you, fantastic. I appreciate all the information you have given.

  • G

    Issue with Auth when running outside of Unity editor

    Scheduled Pinned Locked Moved General ios macos authentication
    5
    0 Votes
    5 Posts
    2k Views
    Michael CostaM

    Hello @Gavin-Beard!

    We've had trouble reproducing this issue on our end. After some testing with a small app on MacOS and iOS, we have not been able to see the error you are encountering using Unity 2021.3.8.

    If you could, please check out the app here and let us know if this issue is still persisting. It is a barebones authentication app and it should run on multiple devices. The Authentication.cs script has all the gory details. Just open up the Main scene under Assets > App > Misc > Main.unity to get it running. You will also need to add your brainCloud credentials, but you can copy the Authentication example template in brainCloud to test the app.

    Please let us know how this app works on your end and if any issues are encountered! You should be able to click on any error logs in the in-app console to copy the log to your device's clipboard.

    As for your specific issue, my best guess is that perhaps an external library of sorts might not be supported with brainCloud, such as the Newtonsoft Json.NET library. For JSON de/serializing, brainCloud comes with JsonFX. You can also make use of Unity's own JsonUtility for structured JSON de/serialization. Both the app I've shared and the examples on our GitHub make use of JsonFX extensively.

    If you'd like to know more and see how a more robust app can handle brainCloud authentication, as Franco suggested, you should check out our Authentication example on our Unity Examples GitHub.

    Hope this helps! Please let us know if you have further questions or inquiries about this.

  • Imperium42I

    Don't discourage modulation by charging per in-house calls

    Scheduled Pinned Locked Moved Feature Suggestions suggestion prices cloudscript price tiers cloud code script script
    5
    0 Votes
    5 Posts
    2k Views
    Imperium42I

    These points above are indeed good examples regarding "forcing bad practices":

    If I have 3 free API calls after the API call, after the 3rd freebie, I can return it and call again for 1 core + 3 more that can branch off again. This is inefficient for BC, yet beneficial for end-users (thus, forcing bad practices since it costs and gives more if we avoid the pre and post hooks).

    If a workaround to save API costs would be more work for the user, and costs more for BC, that's a lose-lose. If such a "hole" exists, shouldn't it be repriced for that consideration to make it the win-win you folks want it to be?

  • D

    Using numbers as JSON key.

    Scheduled Pinned Locked Moved Cloud Code cloud code
    5
    0 Votes
    5 Posts
    2k Views
    D

    @JasonL
    Thank you!!

  • C

    User Entity vs Global Entity Indexed ID

    Scheduled Pinned Locked Moved APIs unity cloudscript entities
    4
    0 Votes
    4 Posts
    2k Views
    Paul WinterhalderP

    Hi Chris,

    User entities are primarily indexed by profileId + entityType - so the singleton API will scale well no matter how many players you have.

    That said, if your use case gets more complicated, with say hundreds of entities of a particular type per user (say maybe you are modelling user created towns, that sort of thing) - you could consider using Owned Custom Entities instead. You can define addition, custom indexes for those... keeps those lookups fast and efficient.

    In addition, if you end up having >1000 Global Entities, you should definitely look at switching to Unowned Custom Entities. Same deal - you can define your own custom indexes...

    Hope that helps!

    Paul.

  • A

    Segmentation APIs

    Scheduled Pinned Locked Moved Cloud Code cloudscript segmentation
    4
    0 Votes
    4 Posts
    2k Views
    Paul WinterhalderP

    Hi @Alexandru ,

    We've just officially added the Segment call you're looking for to brainCloud 4.55 - which is targeted for release in the next ~30 days...

    Updated Roadmap here - https://portal.productboard.com/braincloud/1-braincloud-baas-roadmap

    Paul.

  • A

    Pre Hook for Authenticate Or send Custom content

    Scheduled Pinned Locked Moved Feature Suggestions prehooks authentication
    4
    0 Votes
    4 Posts
    2k Views
    A

    @JasonL I understand the reason, but please do provide a way to pass custom data to authenticate api so we can use that data to set user displayname or profile picture or soemthing else on post-hook.
    Without this, we have no choice but to call a seperate call from client (so no beneift of 2 free api inside cloud call)

  • M

    Global entities size

    Scheduled Pinned Locked Moved Solved General maximum size entities global entities
    4
    0 Votes
    4 Posts
    1k Views
    Paul WinterhalderP

    No problem - happy to help!

    Paul.

  • D

    Understanding VerifyPurchases for "Non-Consumables"

    Scheduled Pinned Locked Moved Solved APIs non-consumable verifypurchases
    4
    0 Votes
    4 Posts
    2k Views
    Paul WinterhalderP

    Happy to help! 👍

  • L

    is there automation scheduled events?

    Scheduled Pinned Locked Moved General portal automation event
    4
    0 Votes
    4 Posts
    1k Views
    L

    @paul-winterhalder
    then it can repeat push notice?

  • U

    Timeouts?

    Scheduled Pinned Locked Moved Solved APIs unity timeout
    4
    0 Votes
    4 Posts
    2k Views
    U

    Thanks guys! I figured it would be ridiculous if I had to do timeout checks and retries myself 🙂

  • P

    Unity AddressableAssets

    Scheduled Pinned Locked Moved Solved APIs unity
    4
    0 Votes
    4 Posts
    2k Views
    Paul WinterhalderP

    Follow-up on this...

    My guys have looked into it, and the way we version our global files isn't compatible with this new feature from Unity. Apologies!

    (PS - No plans yet for when/if we'll support it. Certainly tons of folks use an external CDN with brainCloud apps though - so the option is still there for you!)

  • C

    Award currency on new registration

    Scheduled Pinned Locked Moved Solved General currency rewards
    4
    0 Votes
    4 Posts
    2k Views
    Paul WinterhalderP

    Happy to help! 🙂

    Paul.

  • G

    Feature Request / Question: Selective Promotion Exclusion During App Deployment

    Scheduled Pinned Locked Moved Solved General
    4
    0 Votes
    4 Posts
    187 Views
    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.

    cb1f4861-16f8-432a-bb22-4b71dc0b0ce1-image.png

    Within Scheduled Promotions, there is the option to Offer this promo to: Only users in:

    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.

    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.

    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!
    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.

    ec366981-f641-4833-87f2-64798766555c-image.png

    GO TO USER to bring up their user summary and check the IsTester checkbox.
    d1094afd-ca63-4ce6-8070-477c879fb1d4-image.png

    Testers get a special icon
    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.

    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.

    43a330f6-e572-4b0b-a8ca-c0d631e63240-image.png

    These are my Testers, so everything worked.
    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

  • G

    Matchmaking To An Edgegap Hosted Server Instance

    Scheduled Pinned Locked Moved Unsolved General
    4
    0 Votes
    4 Posts
    198 Views
    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.
    Screenshot 2026-05-07 at 12.13.17 PM.png

  • A

    Best practices for in-game mailbox

    Scheduled Pinned Locked Moved Unsolved APIs
    4
    0 Votes
    4 Posts
    384 Views
    Paul WinterhalderP

    Agreed @armitage - the bulk messaging feature is planned for the use case you describe... (and yup - still coming 🙂 ).

  • J

    Platform IDs: Missing PS5

    Scheduled Pinned Locked Moved Unsolved APIs
    4
    0 Votes
    4 Posts
    402 Views
    Paul WinterhalderP

    Hi @jesgonzalez ,

    Yes - unfortunately, you need to use AuthenticateExternal. We do not have official middleware status with Xbox. We've been trying for years - but as anyone who has dealt with Xbox in recent years knows, they are extremely resource-constrained.

    Paraphrasing our most recent interactions

    Due to extremely limited resources and a couple of years of re-orgs, Microsoft won't adopt or support new tools or technologies unless we can prove there’s a clear and active need from developers working on officially approved Xbox titles.

    (We actually had been making progress on this a few months ago - but then the personnel we were working with got laid off... So now we're at the back of the bus again.)

    Unfortunately, our lack of status means we can't provide clear details on how to do it, but we do have some service partners / contractors / consultants we can refer you to who can quickly connect you. If you want to reach out to us via our Support widget, we can put you in touch with them.

    Oh - and be sure to mention this situation to your Xbox account rep (if you are lucky enough to have one). It's only via pressure from the dev community that we're going to get unblocked in this area!

    Paul.

  • J

    Suggestions based on usage patterns.

    Scheduled Pinned Locked Moved Feature Suggestions
    4
    0 Votes
    4 Posts
    358 Views
    johnhJ

    Regarding #1, It looks like this can be implemented within the current functionality as follows:

    When the client is viewing the chat channel, have the client write a user entity saying, in this channel I have read messages up to (the date of the most recent message they have seen). Next, when the app loads the next time, call “getRecentChatMessages” and count up the messages since (the date of the most recent message they have seen). This will give you your count to show for that channel.

    Limitations:
    The chat queue for a channel has a limit of 250.
    Messages have max days and max history (settable by the developer) so if the players been away a long time, some of those messages wont be around to be counted up.
    Go to Messaging Chat to view the settings for these.

  • Login

  • Login or register to search.
  • First post
    Last post
0
  • Categories
  • Recent
  • Tags
  • Popular
  • Solved
  • Unsolved
  • Users