• bridge.getCustomEntityServiceProxy()

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    No one has replied
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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.

  • Localization Issue

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    Thank you so much!

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    You can achieve it by writing a cloud code script that retrieves the data of each individual user's user entities and stores it in a custom entity collection. After that, call the method RunBatchUserScript() to execute this process for every user within the app. Then, the resulting collection can be downloaded for analytical purposes.

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    For clarity, Firebase Cloud Messaging recommends creating a topic using Pub/Sub, though this approach is optional.

  • Dedicated server getting all player's username

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    Oh, server can use client API

  • latest braincloud xcode build error

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    Okay, I built it using the commented out part above.

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    Hi there- thanks for bringing this to our attention! A newer version of the Unity Package containing a fix for this has been uploaded. Available here: https://github.com/getbraincloud/braincloud-csharp/releases/tag/5.4.1

  • Don't reward quests + milestones automatically

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    one workaround im thinking of doing is having a "fake" user stat. one that tracks the actually XP and another that's "unlocked XP". then just increase the unlocked XP whenever someone "claims" the milestone

  • How to implement "loot boxes"

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    brainCloud doesn't directly support loot boxes currently... Though of course the Item Catalog and User Items services give you the building blocks to construct your own system in cloud code.

    To implement such a system, you would:

    use Global Entities or Unowned Custom Entities to represent the collection of loot box templates construct your JSON with the rules (percentages, etc.) for constructing the loot box then write a cloud code script that when run - performs the work to award the user the relevant items

    Note - there are future plans to add such a feature to brainCloud - but it isn't scheduled yet. I'll add your +1 !

    Paul.

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    @Brad-Hester That bug has been fixes (and patched). Thanks for reporting it!

  • Memcache in Braincloud

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    Hi Nguyen,

    brainCloud makes use of both Memcached and Redis as part of it's architecture - but we do not directly expose these in our APIs.

    What was your use case?

    Paul.

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    All very good points @Panagiotis-Milios !

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    Hi Panagiotis,

    Thanks for the feedback!

    That vertical icon bar on the far left is new in 5.2. It was key to allowing us to free up more space - moving the Debug + Log screens to their own pane. (i.e. now the screen is only ever split vertically in 2 - instead of sometimes split into 4 pains - 2 verticle and 2 horizontal).

    The font scale and tab size options were there before too - but are somewhat more discoverable now that we have that cog wheel.

    Glad you like the changes!

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    Hi Kuabs, you can use brainCloud webhooks to achieve this feature, the steps are as follows.

    Create a cloud code script, in this example use the name "webhook_forgotPassword", and paste the following code into the script. "use strict"; function main() { var response = {}; bridge.logDebugJson("Script inputs", data); var userEmail = data.parameters.email; response.stringResponse = "webhook is processing user email reseting..." + data.parameters.email; // validating the user email if (/^\w+([\.-]?\w+)*@\w+([\.-]?\w+)*(\.\w{2,3})+$/.test(userEmail)) { // checking if the email is existed in brainCloud users var context = { "pagination": { "rowsPerPage": 20, "pageNumber": 1 }, "searchCriteria": { "emailAddress": userEmail }, "sortCriteria": { "playerName": 1 } }; var userProxy = bridge.getUserServiceProxy(); var postResult = userProxy.sysGetPage(context); if (postResult.data.results.count > 0) { var userProfileID = postResult.data.results.items[0].profileId; // sending password reset email postResult = userProxy.sysSendPasswordResetEmail(userProfileID); if (postResult.status == 200) { response.stringResponse = "password reset email has been sent to user's email:" + userEmail; } else { response.stringResponse = "system error with sending email..."; } } else { response.stringResponse = "user doesn't exist with the email you provided"; } } else { response.stringResponse = "user's email is invalid."; } return response; } main();

    Open Design | Cloud Code | WebHooks page, and create a WebHook link to the script you created from the previous step. Copy down the WebHook URL for the next step.73ee4986-3d38-4694-bac5-d7c4896c99ba-image.png

    Now, you have completed the work from brainCloud. Next, open your client app editor (if you are using Unity), define the WebHook URL as a variable, and link it to your forgotEmail object (could be a link or button in your app) onClick event, making it trigger this URL when the user clicks with Application.OpenURL command. Grab user inputted email and append it as an email parameter to the URL as follows:

    const string passwordResetWebhookUrl = "https://portal.braincloudservers.com/webhook/12832/forgotPassword/6dc675bb-f8b4-495f-ac5e-1f0658bfe09c"; Application.OpenURL(passwordResetWebhookUrl + "?email=" + userEmail);

    Run your app to test, you should get a similar pop-up window as follows once a user clicks the forgotEmail object,
    94dd0dae-7d6e-44c8-ab26-0d57a8544bb4-image.png

    Check the reset email in your test email account...25a6f240-5246-4ba2-a216-e978eaccee8c-image.png

  • UE 5.3

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    Hi @shawnryanbruno

    Thanks for pointing out that issue in our readme, you're right there is no BCClient folder, this will be corrected. The readme is referring to the folder contained in the latest .zip release file, current latest release is 5.1.0

    We have a couple example projects that use Unreal 5.3 and the brainCloud client compiles with no issues there. I will need some more information to better assist with the issue you're having.

    Did you get the brainCloud library from the release .zip file or did you download a copy of the repository?

    Can you guide me through the steps you took to get to this issue?

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    There is a global list of reason codes here - https://docs.braincloudservers.com/api/appendix/reasonCodes

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    A good way to handle failure besides retrying in code, is to schedule another script to run 1 minute later that will basically repeat the same action.

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    It's not. Just knowing a playerId is really not important as it's only a unique identifier for another player and nothing more than that.

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    Use API blocking in the cloud code category to block all apis from client that write your user entities. Then clients can only write their entities using cloud-code and there you have the total control