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  • D

    brainCloud Space Shooter not working in Unity 2019.3.2f1

    Scheduled Pinned Locked Moved Client API Defects unity
    1
    0 Votes
    1 Posts
    328 Views
    No one has replied
  • C

    Server logs

    Scheduled Pinned Locked Moved Feature Suggestions monitoring server logs
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    0 Votes
    1 Posts
    680 Views
    No one has replied
  • C

    Matchmaking: Search Multiple Lobby Types

    Scheduled Pinned Locked Moved Feature Suggestions lobby matchmaking
    3
    0 Votes
    3 Posts
    1k Views
    C

    @Paul-Winterhalder said in Matchmaking: Search Multiple Lobby Types:

    that

    Thanks Paul, I don't think I could do the different lobby info option as I would like the players to choose specifically which game mode and if I understand correctly, I can only do that by having the players search for a lobby of that game mode. It's not too much of an urgent issue, I just wanted to put it out there and see how realistic it was. I talked to Greg a bit and we discussed joining multiple lobby types at once. For now, I plan to search for multiple lobbies at once and cancel matchmaking for any possible 2nd joined lobbies.

  • A

    Cloud Api for Writing Global Properties

    Scheduled Pinned Locked Moved Feature Suggestions admin cloud code script global properties
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    1k Views
    A

    Thanks @Paul-Winterhalder

  • Paul WinterhalderP

    brainCloud 4.5.5 release coming soon...

    Scheduled Pinned Locked Moved General amazon braincloud roadmap 4.55
    5
    2 Votes
    5 Posts
    906 Views
    A

    WOW, Thank you Paul

  • A

    Segmentation APIs

    Scheduled Pinned Locked Moved Cloud Code cloudscript segmentation
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    0 Votes
    4 Posts
    1k 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.

  • C

    Server Monitor

    Scheduled Pinned Locked Moved Feature Suggestions monitoring server room server
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    3 Posts
    1k Views
    C

    @Paul-Winterhalder Thanks Paul, looking forward to any possible solutions.

  • B

    braincloud javascript and edge

    Scheduled Pinned Locked Moved APIs edge javascript
    2
    0 Votes
    2 Posts
    453 Views
    Paul WinterhalderP

    Hi Bigzer,

    We aren't aware of any issues running our javascript client lib under Edge - and haven't been able to repro your issue.

    I'm not a javascript guy - but I'm noticing other warnings / errors there - do those also happen in Chrome?

    Paul.

  • A

    Unity SDK : AbandonMatch/Complete Match WithSummaryData throw error for optional param

    Scheduled Pinned Locked Moved Client API Defects unity bug
    1
    0 Votes
    1 Posts
    297 Views
    No one has replied
  • C

    Unity Room Server

    Scheduled Pinned Locked Moved Solved APIs room server server unity docs docker documentation
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    C

    @David-St-Louis-0 @Paul-Winterhalder
    Hi again.
    I would like to debug my server locally, in Unity. I have the _S2S stuff all hooked up as described in the walk through.
    But then I tried to do the following (actual numbers redacted)

    #if UNITY_EDITOR var appId = "00000"; var serverName = "MyServerName"; var secret = "00000000-0000-0000-0000-000000000000"; _lobbyId = "00000:myLobbyTypeId:00"; #else // Load environment variables passed in by brainCloud to our container var appId = Environment.GetEnvironmentVariable("APP_ID"); var serverName = Environment.GetEnvironmentVariable("SERVER_NAME"); var secret = Environment.GetEnvironmentVariable("SERVER_SECRET"); _lobbyId = Environment.GetEnvironmentVariable("LOBBY_ID"); #endif

    However, I am getting a perpetual error:
    #S2S S2S Failed: {"packetId":1,"messageResponses":[{"reason_code":40613,"status_message":"Processing exception: Unrecognized lobby: 00000:myLobbyTypeId:00","status":400}]}

    I even signed up for a Dev+ subscription, just in case that was the problem, per this thread. No luck.

    How can I test my server code locally, while still planning for the full-on S2S Docker container deployment?
    Thanks

  • C

    User Entity vs Global Entity Indexed ID

    Scheduled Pinned Locked Moved APIs unity cloudscript entities
    4
    0 Votes
    4 Posts
    977 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.

  • M

    How to delete a team in Design Portal

    Scheduled Pinned Locked Moved General delete team design portal
    2
    0 Votes
    2 Posts
    335 Views
    Paul WinterhalderP

    Hi Madallin,

    Just send a message into our Support Chat bubble and we'll delete the team for you.

    Cheers!

    Paul.

  • G

    get custom entities associated to a player at login.

    Scheduled Pinned Locked Moved Cloud Code entity cloud code script custom entities
    3
    0 Votes
    3 Posts
    898 Views
    G

    Edit . you can get all custom entities for the current user with the query

    { "entityType": "[entitytype]", "ownerId": "[profileId]", "context": { "pagination": { "rowsPerPage": 50, "pageNumber": 1 }, "searchCriteria": { // other search criteria here }, "sortCriteria": { "createdAt": 1 } } }
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