• 0 Votes
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    Hi @Paul-Winterhalder

    I wanted to follow up regarding StoreKit 2 JWS receipt support.
    At the moment, Unity IAP v5 relies on StoreKit 2 by default, but there are two major issues we’re facing in production:

    VerifyPurchase currently only supports StoreKit 1’s PKCS#7 receipt format.
    When StoreKit 2 is used (as in Unity IAP v5), the App Store often returns empty receipts in certain environments β€” especially on Apple Silicon (M-series) Macs running iPadOS compatibility mode β€” causing verification to fail and users to lose their purchases.

    In addition, Unity IAP v5 has a known issue where after the first successful purchase, all subsequent purchases return the same receipt as the first transaction.
    This makes it impossible for the server to distinguish or validate new purchases, since every transaction reuses the initial receipt data.

    Both of these problems make proper validation impossible under StoreKit 2, and they directly affect live monetization and user trust.

    If StoreKit 2 JWS receipt support could be prioritized or exposed as a secondary endpoint (for example, itunes2), it would help developers transition more safely.
    Given the impact, we would really appreciate if this work could be accelerated.

  • 0 Votes
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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! πŸ™‚ ]

  • 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.

  • 1 Votes
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    @devsleeper - we hope you like it! πŸ™‚

  • 0 Votes
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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.

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    @william Thanks a lot for your feedback and suggestions! It’s really helpful, and we appreciate you taking the time to share your thoughts.

  • Improving inventory inefficiencies

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    Just a heads-up, our team is working on this bulk userItem feature.

  • Discussion - A/B Testing

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    @JasonL
    Yes we can do that too, I was just wondering how granular our control over the segment is, as one of the requirements for our testing was to have a precise number of users for each group.

    Thank you so much for the info, I'll write again if I have more questions.

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    Cool - good to hear it. And once again: thanks for reporting it!

  • List active tournaments

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    Hi @richard,

    Hmm - yeah - I don't think that JSON is currently editable in the portal.

    Paul.

  • Pre-Game Lobby: Groups vs Lobby?

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

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    No one has replied
  • 0 Votes
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    Apologies for the late reply, but thank you! This really clears up the flow for me. πŸ™‚

    The only thing regarding FindOrCreateLobby instead of CreateLobby is that the request to CreateLobby is deliberate. While I do intend to integrate FindOrCreateLobby as a "just throw me into a running game" option (which probably is the desired flow in most cases), I also want a player to be able to say "I want to start a game for my friends, and I also want to be the host and set the rules of the room".

    I'm just clarifying that in case I'm misunderstanding the intent between the two calls, and that FindOrCreateLobby can indeed be used for either flow that I just described.

  • 0 Votes
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    Sorry for the confusion, I was under the impression a publisher key gave you certain read-only permissions on a user given they own your game (this was silly in hindsight)

    While the users in question had public profiles, their privacy settings for friends lists were set to private.

    Thank you for your help! I now understand what you meant by "as long as users grant your app permission".

  • 0 Votes
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    My view is that there should be a "guaranteed service availability" at the time of purchase not unlike buying an appliance with a year warranty..

    Pull the game from stores and let the remaining players enjoy the sunset.
    Of course it's not always as simple as "just keep the lights on longer" but a guaranteed period of availability which is tied to new purchases should be in your plans before your service ever reaches the public, rather than hoping to grab as much money as possible before dumping it and throwing the consumer under the bus.