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    Awesome! Still a few things to clean up but I appear to be right back to testing within the editor, but against brainCloud's actual lobby system. The key was setting debug to true in the config.js and following the instructions at the end of the GitHub page. Thanks again!

  • Webhook routes

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    Hi @devsleeper - if you contact us through the chat widget we can go through your logs with you and see if we can get to the bottom of this. Thanks.

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    Hi @francesco-lenolli ,

    The ProductService has actually been deprecated.

    You should use the AppStore service instead.

    I hope that helps!

    Paul.

    2024-09-17_19-55-15.png

  • Max number of keys on a user statistic?

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    Update - we discussed it and we think you are good to go.

    A test of 1000 stats revealed that the resulting statistics object (that contains all values) was only about 64KB - which is smaller than I had feared. So it looks like 2000-2500 stats will come in less than 200KB.

    Note - that IS 200KB more data that will be returned during an Authenticate call - and during readUserState() - but it should work okay.

    I assume you'll be creating these stats dynamically. That is controlled via the setting on this page (you've probably already discovered it).

    2024-08-27_09-37-51.png

    One warning is that stats are case sensitive - so we'd definitely recommend that you standardize the creation/accessing of the stats - maybe do an uppercase() or lowercase() cast before creating / accessing them.

    I hope that helps. Good luck!

    Paul.

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    Hmm - not currently - but it's coming...

    Unfortunately it didn't make it into 5.4 (which drops in a few weeks) - so that will end up in 5.5.

    Paul.

  • How to implement Scheduled Scripts

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    Great. This perfectly answers my question. Thank you!

  • Best way to set default items

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    Hi - normally what you'd do there is attach it as a reward to XP level 1. <- XP level 1 has a minimum XP of 0 - so users get it when the user account is created.

    I hope that helps!

  • [Unity] In App Purchases

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    brainCloud supports a wide range of popular in-app purchases, including Google Play, Apple, Facebook, Amazon, and Steam, etc.. In most cases, the purchase process is initiated through the corresponding IAP plugin that you need to download into your Unity project. Then, verify the receipt received from the purchase outcome with brainCloud by calling VerifyPurchase API. It should be noted that the necessary configuration for the IAP store must be set up in the brainCloud portal for your app, including the products section and platforms section. Some store integration examples are available on our documentation website -- https://docs.braincloudservers.com/learn/portal-tutorials/store-integration-google/
    Hope this helps!

  • Filter online players in Matchmaking

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    Ciao @Paul-Winterhalder ,

    yes there is not much else to add, except perhaps the fact that the CompleteMatch is sent at the end of the game. Instead, AbandonMatch is sent if one of the players abandons the game prematurely.

    Thanks for the support! 🙂

  • Cloud Code not loading in Console

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    In case anyone else had a similar issue...

    There was a Cloudflare-related cert issue associated with a site called cdn.jsdelivr.net.

    As I understand it, the Monaco editor that Portal-X uses for editing source and JSON files (and many other common web-based components) makes use of that site.

    More details on the issue here: https://github.com/jsdelivr/jsdelivr/issues/18565

    The issue was temporary - and seems like it only affected only certain localized regions... (just a guess on my part there).

    Anyway - all good now - and nothing directly related to brainCloud.

    Paul.

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    Thank you both for the helpful replies. I am educating myself further and exploring options. Depending on what I decide to pursue as the final option, I may be back 🙂

  • Tournament Rank Rule

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    Hi Paul,

    Yes this answers my question. I guess since the percentage is based on the number of players, I could query the number by checking how many entries there are in a given division leaderboard?

    In any case I'll stick to absolute ranks for now as you suggest. I was looking into percentages to future-proof our client API.

    Thank you for the quick help!

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    @Paul-Winterhalder Amazing! This is perfect for my needs-- thanks so much Paul.

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    I believe this worked @Steve-Jones -- thanks so much for the tip!

  • Unreal 5.3.x support

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    Update: Fixed in the latest release
    https://github.com/getbraincloud/braincloud-unreal-plugin-src/releases/tag/5.0.1
    Thanks Joanne 🙂

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    thank you

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    As an interim solution, you can add a cloud code script or a post-hook to retrieve the missing data, using the profileIds found in the request.

    https://getbraincloud.com/apidocs/apiref/#capi-friend-getsummarydataforprofileid

    ... "pendingMembers": { "382eb04f-f80c-4bfc-9a12-fca508cad476": { // <- These profile ids "role": "MEMBER", "attributes": {}, "pendingReason": "ASKED_TO_JOIN" } } ...
  • NodeJS setup question

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    Thanks @Paul-Winterhalder and @David-St-Louis-0 . I'm communicating with our web dev and am passing on the information to him. I'll respond here once I get more information from him. Appreciate the quick replies.

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    FYI - this feature was added in brainCloud 4.13 - https://getbraincloud.com/apidocs/release-4-13/

  • RPG's on BrainCloud?

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    Hi Chad,

    Sorry for the late reply.

    Yes, brainCloud can handle RPG style games well, it provides a rich set of features that benefits any type of game - includes very flexible multiplayer tech, Our built-in real-time multiplayer services are more based around the idea of shared game experiences that last a finite period of time (i.e. arena shooters, casual multiplayer, etc.). Our matchmaking, lobby services, room server system, etc are all geared toward making this sort of experience easy and inexpensive to build - but also can integrate with 3rd party or custom tech. brainCloud provides support for custom Room Servers that can support any type of custom or 3rd party multiplayer tech. For all these characters related data (user data), you can use User Entity or Custom Entity to store and trace them. The end-user profileId and anonymousId are stored securely in the client library wrapper on user devices. Users' IAP items and currency end up “unlocking” “awarding” these to the associated profileId, so that will never be lost. If a player is offline, you need to have some code on your side to handle this situation with the request callbacks, as long as “update()” is not called, it will not process sending packet bundles or process callbacks from the received packets. Shouldn't keep all calls for later. Instead, update player stats once connected, in 1 call.

    Hope that helps!