• Platform IDs: Missing PS5

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    Hello Paul,

    thanks for the clarification! Yes, changing in FromUnityRuntime() to return PS4 when is UNITY_PS5 seems to do the trick.

    I just have another question, that is similar. How do I authenticate with Xbox? I think I should be using AuthenticateExternal but nowhere in the documentation says how

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    Awesome - glad to hear it. 👍

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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.

  • Improving inventory inefficiencies

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    Thank you for the feedback. We’ll take a look and follow up if needed.

  • 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.

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    Thanks for reaching out and for raising the question.

    At the moment, the VS Code extension does not support targeting or importing from a specific directory. Its primary purpose is to synchronize Cloud Scripts stored in brainCloud and provide a convenient way to edit them using standard VS Code workflows and tooling.

    We have created an internal task to review this limitation and discuss potential improvements to the extension so that it better supports directory-based workflows in the future.

    In the meantime, one practical workaround is to export your Cloud Scripts directly from the brainCloud portal. Once exported, all scripts can be reviewed locally. You can then organize them into a folder structure that mirrors your desired layout, including the use of subfolders and .ccjs files. From there, you can zip the contents and import them back into your app, which can significantly reduce the need for repetitive copy and paste actions across individual files.

    Please let us know if this approach works for your use case or if you have additional feedback on how you would like to see the extension evolve.

  • live conversion inquiry

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    Hi Noah,

    I don't quite understand your question.

    Development Plus provides access to some features (hosting, deep data, etc.) that we can't otherwise provide access to in a free development plan...

    I suppose it IS accessed via the [Go Live!] button - which can be a bit confusing - since your app isn't really "live" under Dev+. That's a UI inconsistency that we haven't addressed yet.

    The full details of the various plans can be found here: https://getbraincloud.com/pricing/

    I hope that helps!

    Paul.

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    We are very interested in doing it - just need to find a model that works and is reliable...

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    Hi @bkmitchell ,

    thanks for reaching out.

    Unfortunately our built-in relay server tech doesn't support what you need for Unity WebGL multiplayer.

    Most brainCloud devs implementing your use case would integrate with Photon or Edgegap for their multiplayer for this reason. They both work well and work well with brainCloud!

    [PS - This is an area of ongoing development for us though and we aim to fill this gap in the future. I can't comment on timelines for that though...]

    Paul.

  • Adhoc leaderboard version increases by 2.

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    Hi. Yes, unless an adhoc tournament is scheduled to start immediately after one finishes, there will always be a "wait" version (version with no tournament) in between scheduled adhoc tournament versions.
    And when it comes to the retained versions, we skip counting the wait versions.

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    Ok, I found it. It wasn't a global setting, it was a filter on the reports. Thanks!

  • AWS Outage impacting brainCloud - Oct 20 2025

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    Posting a copy of the AWS service health page for posterity.

    It mostly refers to the outage impacting DynamoDB - but a lot more services than that were impacted. We expect that just means that a lot of AWS services use DynamoDB under-the-covers to operate.

    2025-10-20_05-58-47.png

  • Voting Leaderboards

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    Hi,

    Actually - voting leaderboards are implemented via the PostScoreToLeaderboardOnBehalfOf() call - where you can basically vote for someone else's score. [i.e. voting for that person].

    Create the leaderboard as a "Cumulative" leaderboard - and basically the player votes for the score of another player - incrementing it by +1.

    I suppose we should add those details to the roadmap item!

    I hope that helps to clarify things!

    Paul.

  • Scheduled Script Proxy API Calls

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    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! 🙂 ]

  • Buying lives with coins

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    HI @richard - we're currently working on a feature that will handle this directly for brainCloud 5.9.

    In the meantime, an interim approach would be to:

    Manage the Lives in a virtual currency. In the item catalog - you can indicate the currencies to award from the offer via the extra data JSON. And create a post-hook on PurchaseUserItem - calling a script to award the appropriate currencies - and immediately consume the new "item" that was purchased...

    Just a thought...

    [But yeah - we're going to have a more direct solution in 5.9 - which is currently targeted for November release.]

    Paul.

  • [Unity] Client SDK parameter inconsistency/error

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    Thanks for reporting this. I’ll forward it to our team and get it fixed.

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    Cool. Thanks for the update @MattForemanDev !

  • Is Meta Quest Fully Supported?

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    @JasonL @Paul-Winterhalder Thanks for your help, the error no longer appears after the Google Android platform was enabled.