Navigation

    brainCloud Forums
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Solved
    • Unsolved
    • Users
    • Groups
    1. Home
    2. Steve Jones
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Steve Jones

    @Steve Jones

    brainCloud

    3
    Reputation
    9
    Posts
    40
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online
    Location Canada

    Steve Jones Follow
    bitHeads brainCloud

    Best posts made by Steve Jones

    • RE: Important: Unity 2019.X on mobile devices

      Confirmed.

      After every unity build to Xcode Project,

      @synchronized (self) needs to be wrap the contents of writeMoreBody function.

      From within the Xcode project file Classes/Unity/UnityWebRequest.mmScreen Shot 2019-06-25 at 3.16.06 PM.png

      posted in Announcements
      Steve Jones
      Steve Jones
    • RE: Important: Unity 2019.X on mobile devices

      Just an update. A bug report has been submitted to Unity regarding the UnityWebRequest usage on iOS devices on the Unity 2019 engine.

      Bug Information : 1163795 | (Open) iOS - UnityWebRequest Errors - Large Packets - With Examples

      Zipped Project : https://www.dropbox.com/s/ccybrg3tirpud0u/iosWebRequestFailures.zip

      To Repro:

      • Networking Error observed on iOS devices. Run Example from Editor, Tests will commence immediately. UnityWebRequests of varying sizes ~100b, ~1200b, ~8000b, ~21000b and ~48000b are sent multiple times during the tests. The messages are sent to an echo endpoint, in order to confirm proposed send, and processed server data.
      • Logs are outputed to the screen, as well as the console for larger error packets.
      • All tests pass on Editor.
      • Build for iOS.
      • Open Xcode, Autosign the app, and build for device.
      • Tests fail at inconsistent moments in running tests.
      • Close the app, Re-run tests. Observe different failure conditions. Repeat.

      Observed errors. No error, or data response returned. (0b response)
      Observed errors. Corrupt data sent. (misaligned data)
      Observed errors. Corrupt data sent, varying response from server (different sized response, shorter and larger response size)
      Observed errors. CRITICAL networking error, where NO MORE network traffic is processed. (need to hard close the app for Network traffic to occur again)

      posted in Announcements
      Steve Jones
      Steve Jones

    Latest posts made by Steve Jones

    • RE: Important: Unity 2019.X on mobile devices

      In Unity version 2019.3.0a8 the issue seems confirmed fixed. Happy coding!

      posted in Announcements
      Steve Jones
      Steve Jones
    • RE: Important: Unity 2019.X on mobile devices

      Confirmed.

      After every unity build to Xcode Project,

      @synchronized (self) needs to be wrap the contents of writeMoreBody function.

      From within the Xcode project file Classes/Unity/UnityWebRequest.mmScreen Shot 2019-06-25 at 3.16.06 PM.png

      posted in Announcements
      Steve Jones
      Steve Jones
    • RE: Bomber RTT connection Error

      Hey Hamzeh!

      App 12604 does not have an App Plan that supports Relay Service. You will need to update the app to the DEVELOPMENT PLUS plan in order to have use of the Relay Service.

      DEVELOPMENT PLUS - $5 /month + usage
      All features, including hosting. Maximum 200 daily active users and 2000 accounts total.

      An error within the Apps Recent Errors list (Hosting access not enabled in billing plan).

      Please update the app and try again with the updated Billing Plan associated to the app, for access to more features while in Development.

      posted in Client API Defects
      Steve Jones
      Steve Jones
    • RE: Important: Unity 2019.X on mobile devices

      Just an update. A bug report has been submitted to Unity regarding the UnityWebRequest usage on iOS devices on the Unity 2019 engine.

      Bug Information : 1163795 | (Open) iOS - UnityWebRequest Errors - Large Packets - With Examples

      Zipped Project : https://www.dropbox.com/s/ccybrg3tirpud0u/iosWebRequestFailures.zip

      To Repro:

      • Networking Error observed on iOS devices. Run Example from Editor, Tests will commence immediately. UnityWebRequests of varying sizes ~100b, ~1200b, ~8000b, ~21000b and ~48000b are sent multiple times during the tests. The messages are sent to an echo endpoint, in order to confirm proposed send, and processed server data.
      • Logs are outputed to the screen, as well as the console for larger error packets.
      • All tests pass on Editor.
      • Build for iOS.
      • Open Xcode, Autosign the app, and build for device.
      • Tests fail at inconsistent moments in running tests.
      • Close the app, Re-run tests. Observe different failure conditions. Repeat.

      Observed errors. No error, or data response returned. (0b response)
      Observed errors. Corrupt data sent. (misaligned data)
      Observed errors. Corrupt data sent, varying response from server (different sized response, shorter and larger response size)
      Observed errors. CRITICAL networking error, where NO MORE network traffic is processed. (need to hard close the app for Network traffic to occur again)

      posted in Announcements
      Steve Jones
      Steve Jones
    • RE: Discussion - strategies to prevent cheating in tournaments...

      Additionally!

      Using a Pre-Hook, to the Post Score Cloud Code Script, to validate incoming data. Doing the actual JoinTournament / PostTournament Score via Cloud Code Script, once again verifying data. Lastly, validating the results of the Cloud Code Script via Post-Hook, allows developer's to confirm that the incoming data results in the expected outgoing data.

      If at any point validation fails, tag the user as a Cheater! If users are going through enough trouble to try and cheat, they must enjoy the apps experience. Instead of blocking the Cheater from using the app, ensure all Cheaters are playing against each other, via a Cheater leaderboards or any other means. This way the apps experience to Cheaters is unchanged, and only cheating against cheaters, but most importantly the rest of the user base does not get negatively impacted via a few rare users.

      Any other ideas? Interesting Applications for Cheaters?

      posted in General
      Steve Jones
      Steve Jones
    • RE: 'INVALID_TOKEN' When Sending Push Notifications

      Correct! @Paul-Winterhalder Keep us updated @Joseph-Wiemer

      posted in Client APIs
      Steve Jones
      Steve Jones
    • RE: 'INVALID_TOKEN' When Sending Push Notifications

      @Joseph-Wiemer

      Can you confirm that the cert that you made was for Production? AND! that the apps entitlement was set correctly.

      https://developer.apple.com/documentation/bundleresources/entitlements/aps-environment https://developer.apple.com/documentation/usernotifications/registering_your_app_with_apns

      By default when building from xcode, the default Push Notification Entitlement is development, ensure this is set to production.

      Have you confirmed you received the Push notification from pushtry.com on your device ?

      posted in Client APIs
      Steve Jones
      Steve Jones
    • RE: How can I manage multiple versions of my app between development, staging, production, etc?

      If your app uses Global Entities, don't forget to Export/Import the required entities from the Dev->Staging->Live apps. You can export all, or some via the Bulk Actions Menu within the Monitoring/Global Monitoring/ Global Entities page.

      More about Global Entity File Export Formats are here, https://getbraincloud.com/apidocs/api-modules/global-entity-file-formats/

      Hope this helps!

      posted in General
      Steve Jones
      Steve Jones