• Best practices for in-game mailbox

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    Thanks for confirming, Paul.

    I considered Messaging, but I saw 'bulk messaging' to all users was still in the works. Even if we could msg all players, for something like a "maintenance apology gift", pushing a single Global Entity versus iterating through every profile ID to send a msg seemed like the better option--BUT, I'm still learning, so I could be wrong.

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    Thank you! 🙂

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    @Michael-Costa
    The second option seems too narrow in scope for us, since it would
    require us to apply it individually to each affected field, which
    is not very practical in our case.

    With the first approach, the raw response is now being normalized
    back to the same format we were seeing in 5.9.2, so we will proceed
    with that as our workaround for now.

    Thank you

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    There are multiple leaderboards in the game separated by region, but aside from the region itself, they all use the same settings.

    When creating them initially, cloning works fine. However, after they have been created, if I need to adjust various options, I have to edit each leaderboard one by one.

    The main problem is that every time I save a change, the “Updated successfully” popup appears and covers the edit button, which makes consecutive edits across multiple leaderboards very inconvenient.

    It would be much more efficient if there were a way to edit multiple leaderboards with identical settings at the same time. At the very least, moving the success popup to a location where it does not block the button would greatly improve usability.

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    I see! So if the schedule hasn't started yet, changing the reset cycle resets everything, including the rewards. Thanks for letting me know!

  • AWS Gamelift integration guide

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    You can find the Knowledge Base link on our documentation site, which is linked to https://getbraincloud.com/.9b4015ab-4420-4d80-9368-5accf73b92c8-image.png

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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

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    Thanks for confirming @peter !

  • builder/v1/deploy api latest schema

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    based on meta=false and script=false as a result, I only want to distribute items and products.
    Please provide a sample body.

  • Improving inventory inefficiencies

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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.

  • Unknown Country, Language

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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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    Hi @royal,

    Thanks for the feedback. You make some good points.

    We're currently reviewing it to see what options we might be able to offer for brainCloud 6!

    Cheers!

    Paul.

  • Platform IDs: Missing PS5

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    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.

  • SYS_CREATE_DIVISION_SET_CONFIG limit problem

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    Hi,

    This limit is adjustable on a per-app basis. I have reached out for more information (via email) to confirm how many divisionsets would satisfy your requirements.

    Paul.

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    Actually, the feature you’re asking about has already been implemented in the 5.9 release. You can now add a discount rate for items in the Promotions section. For more details, please refer to the 5.9 release notes here: https://updates.braincloudservers.com/
    image.png

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    Thank you for sharing your suggestion with us. We will review it.

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    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.

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    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.

  • Anonymous Login Cumulative Reasons

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    Note - the system allows a maximum of 15 anonymous ids. If you exceed that, it will delete the oldest ids to keep you at 15.

    [Background - this used to be totally unlimited - but they really added up for some apps - so we implemented this behaviour and set the max of 15 as being "more than reasonable enough to handle all use cases!" 🙂

    Paul.