• 0 Votes
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  • 0 Votes
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    No one has replied
  • Integration with .NET server

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    The SDK is just a plain C# source library you can drop into any .NET project (not Unity-only). You can find usage examples and the source in our GitHub repositories at https://github.com/getbraincloud.

  • Segment Code Bug Report

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    @JasonL Thanks for the update, and for getting this fixed.

    One follow-up: now that _copy is auto-appended, the resulting code can
    exceed the 12-character limit, and in that case the clone still can't be
    saved. For example, a code that's already 8+ characters will go over the
    limit once _copy is added.

    Ideally, the code field should be editable during the clone step itself,
    so the user can set a valid, unique code up front rather than relying on
    an auto-generated suffix that may already break the length limit.

  • Admin Billing API request

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    Added the additional details to 13660

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    Ah - great to hear @jongdae-won . Thanks for the update!

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    Case 13633 - [implementing]

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    @Paul-Winterhalder , could you please respond to @noah 's inquiry?

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    It's been resolved. Thank you for your response!

  • Matchmaking To An Edgegap Hosted Server Instance

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    Hey, thanks for reaching out. To answer your main question directly: yes, brainCloud's lobby and matchmaking system can trigger an Edgegap server deployment automatically. You do not need to build a custom C++ room server to make this work.

    https://github.com/getbraincloud/examples-cpp/tree/develop/relaytestapp

    The relaytestapp example on the develop branch of examples-cpp is a working client example that does exactly what you are describing. It uses brainCloud lobbies and matchmaking to find a match, and once the lobby is ready to launch, brainCloud handles spinning up the Edgegap server and passes the connection details back to all players through RTT.
    The server configuration you see in the screenshot is what ties everything together on the brainCloud side. That entry defines which Edgegap application to deploy, which regions to consider based on the selected beacons, and the credentials needed to make the deployment call. Once that server is linked to a lobby type, the entire launch sequence is handled for you.
    The relaytestapp is a solid starting point to see this end to end.
    Screenshot 2026-05-07 at 12.13.17 PM.png

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    @Paul-Winterhalder Hello! Here is my app Id "15675

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    Thanks @Brad-Hester !

  • Notification Templates

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    We’re planning some major changes to our push notification system, it’s more than just adding a few titles and content fields to the templates. It's not a near-term, stay tuned!

  • Best practices for in-game mailbox

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    Agreed @armitage - the bulk messaging feature is planned for the use case you describe... (and yup - still coming 🙂 ).

  • 0 Votes
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    There are multiple leaderboards in the game separated by region, but aside from the region itself, they all use the same settings.

    When creating them initially, cloning works fine. However, after they have been created, if I need to adjust various options, I have to edit each leaderboard one by one.

    The main problem is that every time I save a change, the “Updated successfully” popup appears and covers the edit button, which makes consecutive edits across multiple leaderboards very inconvenient.

    It would be much more efficient if there were a way to edit multiple leaderboards with identical settings at the same time. At the very least, moving the success popup to a location where it does not block the button would greatly improve usability.

  • 0 Votes
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    Symptom
    After updating from 5.9.2 to 5.9.3, iOS/iPadOS experiences gradual performance degradation during extended play sessions, eventually leading to app termination
    This issue did not occur on 5.9.2
    Suspected Code
    In BrainCloudComms.cs - HandleResponseBundle, the following line was added in 5.9.3:

    jsonData = JsonWriter.Serialize(JsonReader.Deserialize(jsonData));
    Concerns
    This performs a full deserialize → reserialize on every API response
    Immediately after, DeserializeJsonBundle parses the same data again — effectively parsing every response twice
    Each response generates a large number of temporary objects (Dictionary, List, boxed values, strings) that are immediately discarded
    On iOS with IL2CPP (Boehm GC), could this repeated allocation/deallocation pattern cause managed heap growth over time?
    Question
    Could this code potentially contribute to memory-related issues on iOS during extended play sessions?

  • AWS Gamelift integration guide

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    You can find the Knowledge Base link on our documentation site, which is linked to https://getbraincloud.com/.9b4015ab-4420-4d80-9368-5accf73b92c8-image.png

  • builder/v1/deploy api latest schema

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    based on meta=false and script=false as a result, I only want to distribute items and products.
    Please provide a sample body.

  • SYS_CREATE_DIVISION_SET_CONFIG limit problem

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    Hi,

    This limit is adjustable on a per-app basis. I have reached out for more information (via email) to confirm how many divisionsets would satisfy your requirements.

    Paul.

  • Platform IDs: Missing PS5

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    Hi @jesgonzalez ,

    Yes - unfortunately, you need to use AuthenticateExternal. We do not have official middleware status with Xbox. We've been trying for years - but as anyone who has dealt with Xbox in recent years knows, they are extremely resource-constrained.

    Paraphrasing our most recent interactions

    Due to extremely limited resources and a couple of years of re-orgs, Microsoft won't adopt or support new tools or technologies unless we can prove there’s a clear and active need from developers working on officially approved Xbox titles.

    (We actually had been making progress on this a few months ago - but then the personnel we were working with got laid off... So now we're at the back of the bus again.)

    Unfortunately, our lack of status means we can't provide clear details on how to do it, but we do have some service partners / contractors / consultants we can refer you to who can quickly connect you. If you want to reach out to us via our Support widget, we can put you in touch with them.

    Oh - and be sure to mention this situation to your Xbox account rep (if you are lucky enough to have one). It's only via pressure from the dev community that we're going to get unblocked in this area!

    Paul.