• 0 Votes
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    Hello, thank you for the clarification.

    Based on your answer, I understand the following:

    GetSocialLeaderboard returns the full set of friends + self + pacers, and there is no hidden max result limit. GetMultiSocialLeaderboard can return only the Top N results using leaderboardResultCount, after social filtering and score sorting. However, there is no page/offset-based pagination API for social leaderboards like GetGlobalLeaderboardPage. leaderboardResultCount is limited by the app property maxMultipleLeaderboardScoreLimit, whose default value is 10. Friend IDs are stored as an array in the UserProfile, so very large friend lists may affect read/write performance.

    I have two follow-up questions:

    How can we increase the maxMultipleLeaderboardScoreLimit value?
    Is this app property something we can change directly in the Console, or does it require a request to brainCloud Support?
    If a Support request is required, could you let us know what information we need to provide and whether there is a recommended maximum value?

    We are planning to build a friends-based social leaderboard for up to around 10,000 friends.
    In this case, is the recommended approach to call GetSocialLeaderboard, retrieve the full friends leaderboard, and then handle paging on the client/server side?
    Or, at this scale, would you recommend using a separate Custom Entity, Cloud Code, external ranking cache, or another leaderboard structure instead?

    To clarify, our requirement is not just to fetch the Top 50 users.
    We want to continuously page through a friends-based leaderboard like this:

    rank 1–50 rank 51–100 rank 101–150 ...

    Based on your previous answer, I understand that social leaderboard pagination is currently not supported.
    Could you please advise on the recommended architecture or best practice for implementing this kind of UX with a friends leaderboard of up to 10,000 users?

    Thank you.

  • 0 Votes
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    @moondory77 brainCloud 6.0 is releasing this month (June 2026). I am really excited about the headline features for it, hope you love it!

  • Admin Billing API request

    Unsolved APIs
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    109 Views

    Added the additional details to 13660

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

  • 0 Votes
    3 Posts
    61 Views

    Case 13633 - [implementing]

  • 0 Votes
    7 Posts
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    @Paul-Winterhalder , could you please respond to @noah 's inquiry?

  • 0 Votes
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    101 Views

    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

  • 0 Votes
    3 Posts
    118 Views

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

  • 0 Votes
    6 Posts
    277 Views

    Thanks @Brad-Hester !

  • Notification Templates

    Unsolved General
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    3 Posts
    177 Views

    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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    777 Views

    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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    432 Views

    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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    233 Views

    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

    Unsolved APIs
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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.

  • Anonymous Login Cumulative Reasons

    Unsolved General
    3
    0 Votes
    3 Posts
    276 Views

    Note - the system allows a maximum of 15 anonymous ids. If you exceed that, it will delete the oldest ids to keep you at 15.

    [Background - this used to be totally unlimited - but they really added up for some apps - so we implemented this behaviour and set the max of 15 as being "more than reasonable enough to handle all use cases!" 🙂

    Paul.

  • 0 Votes
    2 Posts
    400 Views

    Hi @bkmitchell ,

    thanks for reaching out.

    Unfortunately our built-in relay server tech doesn't support what you need for Unity WebGL multiplayer.

    Most brainCloud devs implementing your use case would integrate with Photon or Edgegap for their multiplayer for this reason. They both work well and work well with brainCloud!

    [PS - This is an area of ongoing development for us though and we aim to fill this gap in the future. I can't comment on timelines for that though...]

    Paul.