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    Apologies for the late reply, but thank you! This really clears up the flow for me. 🙂

    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.

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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".

  • Pre-Game Lobby: Groups vs Lobby?

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    You can set up a lobby type with no server by leaving the server dropdown unselected in the lobby type configuration.

    e678a202-7170-409e-a1b6-16d612b51c4a-image.png
    In this setup, the lobby will disband after sending the STARTING event once it's full. At that point, you can use
    the OnLobbyEvent callback and connect your players to Photon Cloud when the DISBANDED event is received.

    Lobbies in brainCloud are flexible, they can be used to gather players before transitioning into hosted servers or async offline matches, and more.

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    No problem! glad to hear that.

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    Ah - perfect. Yeah - that sounds like a better option given the full requirements.

    Glad you found it... and welcome to brainCloud!

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    Hi @PJ ,

    Your usage of lobbies is exactly why we added the concept of long-lived lobbies. (Admittedly it wasn't part of the original use case - which is probably why some of the documentation doesn't seem to properly reflect that usage <-- we'll review that).

    So - needless to say - keep going as you are - and reach out if you hit issues!

    Happy coding!

    Paul.

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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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    Cool. Thanks for sharing the solution here @devsleeper !

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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!