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!
Ciao @Greg-Moulds,
you rock boy!
I tried reducing the "early" launch setting as you suggested and in fact now the waiting time is very short. That was exactly the problem.
Thanks!
Hi Alessio,
I have a suggestion.
Why not create a global chat channel called "lobbyListeners".
Then - when a user is viewing the lobbies - have them connect to and listen to the lobbyListeners channel.
Then you don't need to maintain a global entity at all. Whenever you create a lobby or delete it - send an event to lobbyListeners - and it will automatically send it to everyone who has registered for the channel.
Would that work? (or is there a part of your use case that I am missing?)
Paul.
Hmm, not really...
You can get the number of sessions created in an hour with this call: https://getbraincloud.com/apidocs/apiref/#capi-globalapp-sysgetdailycounts
But brainCloud doesn't otherwise track a concurrent session count per app.
There are certainly 3rd party analytics packages that you could link into your client that would give you that sort of information though.
Paul.
Hi,
I temporarily solved it by adding this line in the proguard_user:
-keep class com.braincloud.unity.* { *; }
so the BrainCloud classes are no longer minified.