#archived-unity-gaming-services

1 messages · Page 1 of 1 (latest)

wild spade
#

Hi I am trying to Build for IOS from cloud build but it tells me " Building disabled: concurrency exceeded " Even tho concurrent builds is 1. I don't understand what's going on. Attached a screenshot for the same.

cloud edge
#

Does anyone know where I can Find a tutorial about the Unity Gaming Services Economy

plush cosmos
#

Hi, I get this warning when build, but I don't recall using Windows.Forms.dll

amber vapor
#

Hello, the current project I'm working on is an mmo currently using mirror and Unity. It runs by the clients installing a client build and connecting to a server build on the server which is AWS. The team I'm on wants to switch to running the client build using WebGL to make things seamless without the install. WebGL has it's own challenges though. I'm here because one of the leads thinks that there is some sort of app streaming service with Unity where you can run the windows/ linux/ mac client build for instance on the server so the client can play from the server to the server build on the server. Does gaming services or another service do this? I immediately thought that even if it's possible it may be too expensive? I appreciate any information relating to this.

tropic quartz
#

Are banner ads coming to Unity Mediation?

dim plaza
# amber vapor Hello, the current project I'm working on is an mmo currently using mirror and U...

Hi Neil. here you go. I just saw it a few days ago! --> Keep in mind, this WebGL direction, places more dependency on the host server(Usage and Bandwidth.) Therefore, you will have to use analytics, in order to have a good load balance. CPUs, RAM, bandwidth. This will add more overhead $$$. But here is what you were asking for on the Unity side of the house: https://unity.com/products/multiplay --> Good luck, I hope this helps!

severe peak
#

How do i get these ids ?

sick hamlet
sick hamlet
#

it might not be an end user product yet

clever copper
#

Hi, i need info about connecting multiplayer to my game. Does unity give access to servers, how much it cost? And can I use third party servers.

severe peak
severe peak
sick hamlet
#

i don't know if it's maybe talking about unity3d provided push notifications that they facade gps

simple crescent
amber vapor
bronze compass
#

Hello. When I start the unity project, the UnityPackage Manager is deleted
can someone help?
I allowed it in the brandmauser and looked in windows defender. It just deletes the file.

peak wagon
#

Is this where you go if you've got questions about in-app purchasing functionality?
I'm working on an IAP system using unity's In-App Purchasing package (e.g. with the UnityEngine.Purchasing namespace), but the StandardPurchasingModule class doesn't exist. I'm trying to generate a heap of products programatically from a database, since there are way too many to make them manually.

uneven coral
#

@hollow dune I've pointed you to the proper channel. This is not it

hollow dune
#

sry

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wrong one

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oops

ashen wedge
#

hey, do you need a credit card to use plastic scm?

sacred pebble
#

Pretty sure it's free

ashen wedge
cobalt wedge
#

Getting this error over and over again when trying to download a Unity Cloud Build Build

#

Looks like Unity Cloud Build is down or having a lot of issues today 😦

flat imp
#

I have a question about relay and lobby, has anyone ever adapted the sample projects to a 2D top down design?

uncut iron
#

The perspective of the game doesn't change anything about lobby or relay

severe peak
#

the automatic sign in button does not work. and the manual setup takes me down a rabbit hole.

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my 2nd issue is, getting the credentials. The problem is, unity isn't android studio, and i cant type in commands inside the project

severe peak
#

I'm trying to setup steam authentication through UGS but it's not showing up in the edit>project settings>services>authentication

severe peak
#

any suggestions?

severe peak
#

I was able to fix it by following the instructions and getting 2021.3, I was using 2021.2

shut rampart
#

So what does this azure deal mean to the end users? Are we going to see integrations with Azure or is it all behind the scenes?

severe peak
#

im guesses anyway

gaunt pagoda
#

I've been trying to assign Pro seats to my organization since they looked to be "pending" when I opened unity this morning so it looked like my subscription wasn't active... Well I just checked and it's active but every time I try to assign seats I get a prompt that "Your entitlements are expired"... That along with my subscription's next charge date being in approximately 99 years... makes me thing something stinky is going on... Anyone else experiencing this?

quiet granite
#

Anyone had this issue before? Can't find any information how to "activate" the org, nothing changed compared to friday when it all worked

simple crescent
tepid lagoon
#

Is it normal for the "Overview" tab for Plastic SCM to be blank? I assumed it would give setup instructions or something...

Update: Apparently the Overview tab of the Plastic SCM service in the DevOps suite requires third-party cookies to function. Enabling third-party cookies caused the Overview tab to show details about the Plastic SCM service, which is what I expected that tab to contain in the first place.

peak wagon
upbeat drum
upbeat drum
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Tbh you never know 🤷

tepid lagoon
#

Is anyone having issues with uploading builds manually to Cloud Build? For me, the upload finishes, but it then fails without giving any information on why it failed... I've tried downloading a previously uploaded build and re-uploading it, but the issue persists.
Update: This has been resolved.

glad copper
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Hello, i was wondering where i can see the services that are free and don't require you payment information?

spark horizon
glad copper
glad copper
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I think i found the answers there was a faq

granite sparrow
#

unity banner ads dont seem to be showing in the eu. it shows the test ads in the editor but not in the android app. i tried a vpn connection to the US and the banner ads started showing (from mintegral, not unity🤷‍♂️ ) but on any EU VPN connection they dont show. any ideas?

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im using unity ads version 3.7.5

fathom tusk
#

I'm a little bit confused by the IAP service. Does it cost any money to use? And it seems like I need to the Unity Gaming Services package or something to initialize it?

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I installed the IAP package, but when I try to code the initialize script, it says "Unity.Services.Core" namespace could not be found

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Seems like maybe you don't have to use Unity Gaming Services right now even though the docs say so.

spice turret
#

If I'm using Google AdMob, do I need to use Unity Ads SDK and such?

fickle warren
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i can't find the relay or lobby package in the package manager... i feel kinda dumb asking this but how can i get them?

severe peak
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was trying to download my game as a web GL on v.19 4.40f1 and got this error, what could I do to fix this?

raw cloak
#

@severe peak Please don't ping people or user groups into your questions.

severe peak
balmy ledge
#

Hi everyone 👋

I'm implementing Unity Vivox Voice Chat Service to my project on my Macbook with M1 Apple Silicon, but I got this error - DllNotFoundException: libVivoxNative assembly error. And I also found this thread: https://forum.unity.com/threads/apple-silicon-support.1220481/

Does this mean that Vivox doesn't support Unity on Mac with Apple Silicon?
Thanks in advance 🙏 🙂

azure storm
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It might be a silly question but im stuck at the part where we create tiles

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Cuz there is no Tile creation option under create tab

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This is how tutorial editor looks:

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I checked the version and all but couldn't find a solution, any help is greatly appreciated 🙏

uneven coral
azure storm
azure storm
uneven coral
#

The part about needed packages specifically important (step 5)

azure storm
uneven coral
#

Perhaps try restarting the editor and make sure there are no errors in the console

halcyon furnace
#

anyone know how to fix this ive done alot and i have no clue

azure blaze
#

Hello, I just started using "unity gaming services". I entered my card information and started my experiments. Is it possible for me to prevent a fee cut? direct service may be paused because I am new and in the learning process.

spice turret
#

Does authentication work with Google Play? UnityChanClever

slim wasp
#

Hello guys please I got a problem: Ads were working fine on my published app and revenue was working 100% fine until I decided to try mediation and IAP without touching the published app, but changed the project settings in the dashboard to mediation. Real ads stopped working(test ads working) and revenue went down to 0, then I changed everything in the project settings to normal and it's still not working, thanks.

lusty pivot
#

I just tried to use some services to test them out and see how they work, some of those services require payment information.
After adding all my details, unity cannot process my transaction and so I can't even try the service.
Anyone else having this issue?

sweet wren
#

Is Netcode/multiplayer networking dependent on Unity Gaming Services? Ie can I host my own UGS server or some such? Thanks.

gaunt sun
#

you don't need to use any of the services provided by UGS to use netcode for multiplayer, but from experience i can say the relay service is an excellent to use alongside netcode for gameobjects

sweet wren
severe peak
#
        // Note: This is the minimum required in Analytics version 3.0.0 and above to ensure the events with the push notification data are sent correctly.
        // In a real game you would need to handle privacy consent states here, see the Analytics documentation for more details.
        await AnalyticsService.Instance.CheckForRequiredConsents();

        try
        {
            string pushToken = await PushNotificationsService.Instance.RegisterForPushNotificationsAsync();
            
            PushNotificationsService.Instance.OnNotificationReceived += notificationData =>
            {
                Debug.Log("Received a notification!");
            };
        }
        catch (Exception e)
        {
            Debug.Log("Failed to retrieve a push notification token." + e);
        }```  is there anything to do in PushNotification services
cloud edge
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Does the unity gaming services economy need internet at all times on the user's end?

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bro its a chromebook what do you think

shut stratus
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Has anybody worked with Unity IAP? There are two sh.. classes CrossPlatformValidator. One of them is a Stub with not implemented methods. When I add UnityEngine.IAP.Security in my class, it uses that class with not implemented methods and not the other one
If I remove the entire folder related to that stub implementation from Unity IAP package, it cannot find the other CrossPlatformValidator yet

broken wind
#

Is there a way I can save public player data that other players could read? Example: I want my players being able to click on a player name in chat and see which "monsters" they own!:) Thank you in advance!

regal crypt
#

We are seeing massive spikes of 502 Bad Gateway errors in Backtrace from players trying to download bundles from Unity Cloud Content Delivery starting almost an hour ago. Downloads generally at that time got incredibly slow, but still worked when we tried

noble oxide
#

Hi
Can anyone help?
Unity IAP License key says you are not authorized to set the license key
I am a solo developer

severe peak
#

One message removed from a suspended account.

dreamy owl
#

@undone coral

modest tundra
#

Need help with a project using Unity and AltSpaceVR

stray heath
modest tundra
#

it says gaming services!!!!!

lone heron
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is their a way to make sure I never exceed the free limitations of unitys multiplayer system? I want to test around with it and try with friends at some point but just wanted to know if I could say like never go past what is free?

bitter haven
lone heron
candid crane
#

Hello, I've got this error while Intantiate subscription purchasing. Could somebody help, please? 2022.09.13 12:20:43.282 20801 23437 Error Unity NullReferenceException: Object reference not set to an instance of an object.
2022.09.13 12:20:43.282 20801 23437 Error Unity at Unity.Services.Analytics.TransactionCurrencyConverter.Convert (System.String currencyCode, System.Double value) [0x00000] in <00000000000000000000000000000000>:0
2022.09.13 12:20:43.282 20801 23437 Error Unity at UnityEngine.Purchasing.AnalyticsAdapter.GenerateRealCurrencySpentOnPurchase (UnityEngine.Purchasing.Product product) [0x00000] in <00000000000000000000000000000000>:0
2022.09.13 12:20:43.282 20801 23437 Error Unity at UnityEngine.Purchasing.AnalyticsAdapter.BuildTransactionFailedParameters (UnityEngine.Purchasing.Product product, UnityEngine.Purchasing.PurchaseFailureReason reason) [0x00000] in <00000000000000000000000000000000>:0
2022.09.13 12:20:43.282 20801 23437 Error Unity at UnityEngine.Purchasing.AnalyticsAdapter.SendTransactionFailedEvent (UnityEngine.Purchasing.Product product, UnityEngine.Purchasing.PurchaseFailureReason reason) [0x00000] in <00000000000000000000000000000000>:0
2022.09.13 12:20:43.282 20801 23437 Error Unity at UnityEngine.Purchasing.AnalyticsClient.OnPurchaseFailed (UnityEngine.Purchasing.Product product, UnityEngine.Purchasing.PurchaseFailureReason reason) [0x00000]

severe peak
modest tundra
#

Yes, It is making me very mad.....

serene oyster
#

Hey!
Any way to use latest version of In App Purchasing package (to support Google Play requirements starting November the 1st) without entering credit card details for Unity Gaming Services (which I don't plan to use to a capacity that would require a payment, but still am afraid that I will be charged for something)?

jovial sparrow
jovial sparrow
#

Thanks

simple crescent
harsh ravine
#

Anyone know how to use Unity Gaming Services Lobby with dedicated game server instead of relay?? Im desperately searching for tutorials but theres none, almost all tutorials using relay instead of dedicated server

severe peak
simple crescent
drowsy vapor
#

We’re excited to announce that our Multiplayer Solutions (https://on.unity.com/3Ls1Gi6) for Unity Game Server Hosting (Multiplay), Matchmaker, and Netcode for GameObjects are now launched to help you accelerate your multiplayer game development! There's also a new battle royale sample (https://on.unity.com/3QYxlsw) available, made in partnership with Photon, which is ready to scale with UGS Game Server Hosting.

Check out our blog (https://on.unity.com/3Up7Kfr) to learn about new samples, get a hands-on look at our multiplayer solutions in action, and learn how you can get started with $800 credit for your next project.

Curious to learn more about what players around the world want from their multiplayer games? Check out our 2022 Multiplayer Report (https://on.unity.com/3qPlToG) for key insights into the features and functionality players are looking for.

Without giving away any trade secrets of course, what kind of multiplayer game are you working to develop? Is it an iteration on an existing multiplayer idea or perhaps something a bit more trailblazing?

Unity

Optimize your development process and launch your game faster with UGS. UGS has multiplayer and backend solutions for studios of all sizes. Get started for free.

Use BR200 - Battle Royale Multiplayer with Photon Fusion from Photon Engine to elevate your next project. Find this & more Packs and templates on the Unity Asset Store.

hoary nymph
#

i am not able to select event (under send event) or set name to this analytics event Tracker. Can Someone please help it's important

#

in video tutorials they are getting this option to set custom event

harsh ravine
#

is there any tutorial on game server hosting (multiplay) out there?

safe hamlet
#

Hi, i have a question regarding hosting a dedicated server on Unitys new Multiplay service. I created a dedicated server Linux version of Unitys BR200, uploaded it to Unitys Multiplay and tried out "Quick play", i get the error "GameNotFound". Any ideas what it means? I can clearly see the server getting allocated from the Dashboard but i cannot join it.

south heron
safe hamlet
#

@south heron Those are the guides I have been following. Is there anyway to verify that the server is actually launching the game?

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Or anyway to debug what the server outputs

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I found the logs but they didn't really contain useful information.

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"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Output may be truncated for performance

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Thats what the error event
Exited in under 30s possible config error (exit: 2, signal: terminated) gives me

south heron
#

You can download the whole file I think no?

south heron
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Last time I got an issue like this it was the launch parameters in the multiplay build configuration that where wrong

undone rain
#

Hey gang, all but our lead in our team can see the cloud build, but he gets this nonsense, any idea why?

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Fails for 2 people, works for 8

halcyon zenith
#

Hey guys. Can anyone recommend or post some links for what are good SDK for makeing crypto games? Something similar to Moralis, but i cant use moralis becouse it not support the arbitrum blockchain... Please any help 🙂

idle anchor
orchid turtle
narrow blaze
#

Hello everyone, how can I test Unity Relay on the same device? I mean, when I try it I get this error:

Self-connect not allowed (ErrSelfConnectNotAllowed)

I basically followed Tarodev tutorial (https://www.youtube.com/watch?v=fdkvm21Y0xE&t=331s).

Global matchmaking has never been easier with Unity's new Lobby and Relay systems. With just a few lines of code you can match players from around the world to play together. Bypass network hassles using relay and create customized games using lobby.

Lobby & Relay: https://on.unity.com/3HMloU8

Netcode git url: com.unity.netcode.gameobjects

Pr...

▶ Play video
#

I also tried Parrelsync

frosty arch
# narrow blaze I also tried Parrelsync

You can't connect from the same profile with lobby, so you have to modify the authentication process if the client is a ParrelSync clone like so:

var options = new InitializationOptions();
#if UNITY_EDITOR
if (ClonesManager.IsClone()) options.SetProfile(ClonesManager.GetArgument());
else options.SetProfile("Primary");
#endif
await UnityServices.InitializeAsync(options);
``` and
```cs
#if UNITY_EDITOR
using ParrelSync;
#endif
narrow blaze
#

Thanks, now it works. 🙂

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However i still have a problem

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I expect LobbyService.Instance.QuickJoinLobbyAsync() to throw an exception when no lobby is found.

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This is my code:

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try
{
var lobby = await LobbyService.Instance.QuickJoinLobbyAsync();

        Debug.Log($"Success! (players in the lobby: {lobby.Players.Count}/{lobby.MaxPlayers})");
        return lobby;
    }
    catch (LobbyServiceException)
    {
        Debug.LogWarning("Failed to find a lobby..");
        return null;
    }
#

what happens is that everything works fine, but for some reason the debug show me the exception anyway.

#

So it theoretically catches the exception, but for some reason still make it appear in the debug window

bitter turret
#

So I don't know what's usually involved in building something like this, but I need to have a player reporting system. Does UGS include anything that makes this easier?

tiny helm
#

have installed and uninstalled abunch of time

oblique nimbus
#

Hey guys, is the unity matchmaking (multiplayer) service also compatable for Android games?

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Because here I have to upload a server build for my project, but only Linux is available. How does this work if you want it for a mobile game?

deft tinsel
#

nobody have android server

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and client platform has no relation with the server OS

oblique nimbus
#

Ah right, so how do you create a server for your game to run on?

deft tinsel
#

i mean what library did you use

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any multiplayer game require a server, at least host

oblique nimbus
#

Well I only want to make use of the matchmaking service, the game multiplayer itself is done using a real time database

deft tinsel
#

if your game is using realtime database, then it wont work

#

unity multiplay only accepts game server instance/container

oblique nimbus
#

Yes I added multiplay to my project and installed the needed packages. But I will only use it for matchmaking,

#

When setting up pools for matchmaking I have no options for gosting settings though

deft tinsel
#

have u setup multiplay in the dashboard?

oblique nimbus
#

Well not properly yet, sicne I first need to upload a build

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But not sure what files it want me to uplaod and if I need a new linux project to create a build for it?

deft tinsel
#

I told you

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your game wont work if you are using realtime database based game

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this only work if your game works like Dedicated Server as Instance

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where you can deploy to Windows/Linux Server

oblique nimbus
#

So how would you use this for mobile applications then?

deft tinsel
#

its not about your mobile application

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its about your networking infrastructure

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you are using realtime database which is? what service?

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you need to host your own 'realtime database' and deploy to gaming-services

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if you dont have any the dedicated server which manage the database, u cant

oblique nimbus
#

So I'm using Firebase for the real time database part, but basicly I want players to both match up against each other and when in the game scene they will just query to the database to play the game.

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So I don't mind hosting a dedicated server just for the matchmaking part

deft tinsel
#

ok thats impossible

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firebase host their own for you

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you cant get firebase realtime database dedicated server

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unless you dont use firebase database, create your own database

oblique nimbus
#

Oke well I'm creating a turn based 1vs1 multiplayer game, but I guess I could also switch to just using unity multiplayer instead of a database

deft tinsel
#

if you are talking about netcode for gameobjects

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that will work

oblique nimbus
#

Yeah

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So tehn stil lsame question, how do I create a build for that

deft tinsel
#

you will have different build: server & client

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for server u can set to linux or windows

#

client is the platform the players will play on

oblique nimbus
#

Oke so i will switch platforms to windows, make a build and then upload that

neat gyro
#

Hey there! I need to build an app where users log in and download exercises that contain 3D models alongside text and images/videos.

#

These files would be uploaded by teachers who don't have any programming knowledge

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Looking for a good CDN I've just discovered the UGS Cloud Content Delivery and I think it could be a good alternative to Firebase or Amazon S3

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The drawback is that I couldn't use addressables as they need to be built within the Editor

#

Could I send a GET request to get the different folders inside a bucket??

#

So in that way the files of each exercise would be stored in folders and I could fetch them

deft tinsel
#

btw whats wrong with s3?

open temple
#

Just configured multiplay and matchmaking for photon fusion BR sample. When i try to start matchmaking i got en error: [Matchmaker]: BadRequest (21400)
Title: Bad Request
Errors:
{"error":["No config found for upid
.
Any ideas how to solve this issue?

south heron
strange portal
#

Hello guys, I would like to develop few multiplayer mini games.
I'd like to know if I should first develop them and then integrate multiplayer or should integrate multiplayer while developing (learn multiplayer before I start game development)?

frozen stream
#

Hello !
Im a student trying things with the Unity Game Services
I want to add a "login with discord" function in my game, but Im having trouble with Oauth, OpenID and all that stuff, and when I see all the complex documentation about it im completely lost
For the moment I am able to get an Oauth2 token using the discord SDK, but after this I dont know what to do...
I looked into the Authentication documentation, and

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I know that I have to use this :

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And that I have to fill this :

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The thing I dont understand is how to link the Oauth2 token I got with all of that

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(And if it's even possible)

deft tinsel
#

multiplayer is not just, put & go

strange portal
deft tinsel
#

what abt the matchmaking?

#

are you solo developer?

strange portal
deft tinsel
#

making multiplayer is a very tough

strange portal
strange portal
deft tinsel
#

matchmaking really depends on the networking library

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if photon, they manage matchmaking for you

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others, manage your own by connecting using IP & PORT

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  • u have to create additional backend server to track deployed server
#

if you like to use Playfab, it has matchmaking

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good addition for any library except photon

strange portal
deft tinsel
#

is your game hosted-client or dedicated server?

#

yea sure

raw bough
#

Hello, im not sure which channel to ask for help on this. But i cannot see my friends organization in the "open" projects. or anywhere with plastic scm to be able to use it in collaboration.

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i have verified i am on a seat, and all of that. but the project still wont show up for me to download.

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how can i force unity to discover the project?

oblique nimbus
#

Hey everyone, I got the new Unity matchmaking working in my project, and calling StartClient() does return true but after a few seconds it says failed to connect to server, and the player object also never gets spawned

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I can see in my servers list that that the server they are trying to connect to is in the allocating state as soon as they connect to it?

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The error I'm getting is Failed to connect to server, with no more info

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This is what I can see in the server events tab

oblique nimbus
#

Just as some extra info, my server build that I upload is created by switching my platform from windows to Linux, creating a build and uploading these files

strange portal
modest crystal
oblique nimbus
#

i sigend up but when will there be a link or something for this event? @modest crystal

#

Oh its in 20 days if I'm looking right

uncut iron
#

October the 12th is today

oblique nimbus
#

You got a link to it then? I can only find this one

uncut iron
#

I can only assume that if you sign up at the link above, you will be sent a link to the webinar

oblique nimbus
#

In the email it also mentions that its on 1 Nov

uncut iron
#

Pretty sure Unite is a different and bigger event

oblique nimbus
#

Hmm, I might just be to late with signing up then :(

kindred comet
#

hey all. does someone know, how to create a unity network lobby with a password? I tried it with this: NetworkManager.Singleton.ConnectionApprovalCallback += ApprovalCheck;

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But i can't set the password

#
    private void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
    {
        // The client identifier to be authenticated
        var clientId = request.ClientNetworkId;

        // Additional connection data defined by user code
        var connectionData = request.Payload;

        string payload = Encoding.ASCII.GetString(connectionData);
        var connectionPayload = JsonUtility.FromJson<ConnectionPayload>(payload);

        bool approveConnection = connectionPayload.password == _passwordInput.text;

        response.Position = Vector3.zero;
        response.Rotation = Quaternion.identity;

        if (approveConnection)
        {
            switch (NetworkManager.Singleton.ConnectedClients.Count)
            {
                case 1:
                    response.Position = new Vector3(0, 0, 0);
                    break;
                case 2:
                    response.Position = new Vector3(2, 0, 0);
                    break;
                case 3:
                    response.Position = new Vector3(3, 0, 0);
                    break;
            }

            clientData[clientId] = new PlayerData(connectionPayload.playerName);

            response.Approved = true;
            response.CreatePlayerObject = true;
            response.Rotation = Quaternion.Euler(0, 180, 0);
            response.Pending = false;
        }
    }
kindred comet
#

Nobody?

oblique nimbus
#

Not a lot of people actually answer questions here xd

kindred comet
#

I see XD

oblique nimbus
#

You will be best of emailing the Unity support team, thats what I did, they actually do respond and pretty fast as well :)

acoustic jolt
#

Alternatively the forums are better than the discord for questions like this

kindred comet
#

okey i try this.

#

well forum dont help that much

raw cloak
#

It's early morning for the large portion of Unity users. You're going to have to wait more than 30 minutes.

kindred comet
#

@raw cloak well i waited a day. you can see that next to my name, if you're new to discord 😉

raw cloak
#

I was referring to your forum comment

kindred comet
#

forum comment?

#

ah okey

uncut iron
#

Not gonna lie, your question should have been in #archived-networking and I don't even understand what the issue is?

kindred comet
#

I can't setup the code so that i can use a password for unity network

uncut iron
#

You're gonna need to be specific, I've watched this tutorial before

#

It does work

kindred comet
#

for the connection approval

#

How does it work?

#

when did you watched it? before the new version?

#

because so many things are different now

uncut iron
#

I know for a fact this process didn't change that much

#

So describe the actual issue you have

#

You have code here, what's it not doing that it ought to do

kindred comet
#

the callback function is now different

#

one moment i search for the code from the video

#

This Unity Multiplayer tutorial will teach you how to implement connection approval so that clients have to send the correct password to be able to connect to the server. For project files access, check out the repository here: https://github.com/DapperDino/Unity-Multiplayer-Tutorials
-------------------------------------------------------------...

▶ Play video
#
uncut iron
#

Yes and you have updated yours, still failing to see your issue?

kindred comet
#

what updated?

uncut iron
#

You have updated your code for the new version of Netcode for GameObjects

#

I can see you have changed it

kindred comet
#

i started with the new version

#

so i am using the new version

#

and i am not sure how to get the password in there

uncut iron
#

Password from where?

#

The host setting it?

kindred comet
#

from a input field

#

i try to set it

uncut iron
#

When the ApprovalCheck method is called, the incoming password is checked against the input field

kindred comet
#

i did this

uncut iron
#

Yes that's your code

kindred comet
#

but where do i have to set the password?

uncut iron
#

In the input field

kindred comet
#

i only see that it does check if its the right one

#

but how does the host set the password

uncut iron
#

In. The. Input. Field.

kindred comet
#

yes

#

so without a function the input field is useless

#

where does the input field say the server, this is the password the server should use

uncut iron
#

In that code you are checking the incoming password against the input field's text

kindred comet
#

aaaah

#

soo the password input text should not be the same as the client uses to but in the password after

#

so there should be a input field for the client to set the pw and a input field for the client to enter the pw?

uncut iron
#

Well the ApprovalCheck method is not run on the client

#

You could make them separate fields in separate menus, it'd probably look better

#

The difference is, when the client presses whatever "Connect" button you have, you need to set the payload to the value of the input field

kindred comet
#

that worked on the client side

#

the payload is the pw that i entered in the input field

#

what confused me was, where the server knows what the pw is

#

i thought the bool was just a check if the password is the right when the client enter it

#

and not check the host pw with the client pw

#

that makes more sense

kindred comet
# uncut iron

Ho can there be a payload.password when i starthost the server? do i have to send a payload with the host?

serene summit
#

hi all, i have an error with the mediation who can help me ?

uncut iron
serene summit
errant compass
#

Hello, are virtual purchases in economy service available even if is user offline? Or I must create own system for offline virtual purchases? Thank you! 🙂

open temple
#

Is matchmaking down? Getting InternalServerError

uneven coral
#

@open temple Don't ping admins with non-server related issues.

summer shell
#

I got a question about the Unity Ads system, I launched my mobile app, in Iphone and it's getting a lot of new users, but the ads revuenue is nowhere to be found, is there a reason why that's hapenning?

#

Android ad revenue is constantly flowing but in IOS nothing, and the ads are getting requests, so the code is working as expected..

carmine solstice
#

Where do we look for if we want to develop register and login menu for netcode game objects or netcode itself?
So data from players can be save.

#

I told to go here

#

instead of network channel

carmine solstice
#

The login and register has to line up with netcode

#

services

uncut iron
carmine solstice
#

oh

pulsar flax
#

Hi im looking to hire an enviroment designer for VR

#

Where do i post?

vocal oak
maiden condor
#

any one know how to setup firebase with user_property? I want to know user hit how many levels before they uninstall game

jovial sparrow
#

FirebaseAnalytics.SetUserProperty

maiden condor
jovial sparrow
#

Firebase only shows aggregates

jovial sparrow
jovial sparrow
#

I've delegated the setup to someone else so I don't know the details myself

still galleon
#

Are the Unity Gaming Services still under active development? Some packages have been months without any new release (e.g. Economy) and most others have a very slow release cycle (a minor update every 2-3 months). Any information about this? We were considering relying on UGS for our mobile game, but the slow rate of development is making us lean towards PlayFab as a more fleshed-out alternative to UGS. Any thoughts?

deft tinsel
#

back to microsoft

jovial sparrow
still galleon
# jovial sparrow I doubt playfab is better, run if you can

The main difference, as I see it, is the frequency of updates to PlayFab vs UGS. PlayFab is regularly updated (both new features and bugfixes), but UGS development is completely opaque, seemingly stalled, and there's little-to-no information on release schedules, concrete and detailed roadmaps, etc. Building our own solution on top of something like Firebase or AWS is also a possibility, but would require a much longer dev time, so we were looking for some game-focused BaaS solutions. However, it just feels like UGS is not a good bet at the moment as development really seems to have slowed to halt after it came out of beta. Was wondering if any Unity peeps around here could provide more info about the future of UGS.

jovial sparrow
#

Nono I mean that playfab is also pretty bad

#

I don't know about UGS

#

But playfab is bad

#

We're not going to use it again for other projects if we can help it

#

And we're not even doing complicated things with it

still galleon
#

I only used PlayFab in a previous project to build a simple leaderboard for a hypercasual game. I remember the initial setup was a bit complex even though we just wanted to do something very simple. What don't you like about it?

#

And, if I may ask, what would you recommend for a backend solution (handling cross-platform cloud saves, leaderboards, etc)?

jovial sparrow
#

Most things are a pain to do, everything in their cloud script is a pain

jovial sparrow
jovial sparrow
#

Our savegames are too big and thus we had to split it into separate entries in the playerdata

stray heath
#

its very simple for those things

jovial sparrow
#

Which I think once again is causing issues

#

Their "analytics" events are pretty useless and you can't properly search them without their query language

#

Anything our player support people needs to do is so painful that we built a custom dashboard on top

#

Anyone who has access to the prod version of your game setup has access to users PII

#

So you can't really do proper access management to make sure that only people who need access to PII has access

#

Not sure if they even have access logs for PII data so you also can't track any PII violations if needed

still galleon
#

Jeez! Ok, those are all very good points. I do remember finding it weird that any useful data (their dashboards are incredibly basic) needed to be accessed through a specific query language, making it extremely hard to extract any kind of learnings from it. And, on top of that, everything else you mentioned constitutes a pretty big red flag. I'll look into both Metaplay and Lootlocker (thanks, @stray heath) to see if they fit our needs. Thank you both for the information!

jovial sparrow
#

Their server api if you want to do your own dashboard seems pretty decent though although I haven't used it to query data except for user's specific data (i.e. I already know their Id)

surreal trench
# still galleon Are the Unity Gaming Services still under active development? Some packages have...

Hi there,
we appreciate the feedback!
Unity Gaming Services are still very much in active development.
We've just released

  • WEBGL support for Analytics
  • Oculus support for Authentication
  • Bring your own id support for Authentication.
  • Multiplayer self-serve hosting.
    And more new features and services are on the way!

Regarding Economy specifically, we've been focusing a lot more on technical service improvements in response to the great feedback we received. But don't worry, we have lots more new features on the roadmap for Q4 and beyond.

We also have a ROADMAP - https://unity.com/roadmap/unity-gaming-services/game-backend
Keep your eye on the Unity Forums for updates - https://forum.unity.com/

jovial sparrow
#

Mvp unity employee, actually joined to answer the question

still galleon
inner cedar
deft tinsel
#

unity is going to be a cloud service provider now

normal spade
surreal trench
surreal trench
# normal spade keep getting ```Self-connect not allowed``` from the relay service im using...

It seems you may be trying to connect to your own client? Make sure you have two distinct clients running when trying to connect through Relay.
Client A has code 123ABC If you try and connect From Client A to Client A using 123ABC you may receive that error you mentioned. Make sure to build and release a separate client or try using a cloned version of your project to connect with 2 editors.

deft tinsel
#

i wonder if there will be comparison between UGS (multiplayer/hosting) compared to other Cloud service provider

inner cedar
# surreal trench Thanks for pointing that out, Ill speak to the teams to see if we can update the...

i might have misunderstood : the 'Multiplayer self-serve hosting.' refers simply to set of services available via Unity Dashboard which allows their custom configuration (a.k.a. self-serve)
from the wording i got impression that a separate independent hosting on user premise would be possible, but that's probably not the case
so no need to pursue this further, thanks ! ^ unless the above is not true (thanks!)

oblique nimbus
#

Hey everyone, I'm having a issue where the client disconnects from the server after a few minutes, I'm using unity matchmaking for connecting.
And I'm not sending a lot of data at all, its a turnbased game. And I make sure to send something to the server every 15 seconds so I don't get kicked for being idle.
Not sure what could cause the player to disconnect out of nowhere? Also the server gets turned of when looking in the server list in my Unity Gameing Services

oblique nimbus
#

In the server log it does mention this: stack smashing detected

astral wharf
#

Since about one hour ago, one of our games (released today) has issues with Unity Relay. It seems when requesting a Join Code, we get one, but the Domain name that's returned doesn't resolve. Especially during a launch, this is very inconvenient. We haven't changed the code, and even verified that older and newer Code bases experience the same issue.

#

Invalid address 7510266373447314163-europe-west2.relay.cloud.unity3d.com:46841
UnityEngine.Debug:LogError (object)
Unity.Netcode.Transports.UTP.UnityTransport:SetRelayServerData (string,uint16,byte[],byte[],byte[],byte[],bool) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.2/Runtime/Transports/UTP/UnityTransport.cs:541)
Unity.Netcode.Transports.UTP.UnityTransport:SetHostRelayData (string,uint16,byte[],byte[],byte[],bool) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.2/Runtime/Transports/UTP/UnityTransport.cs:577)
NetworkController/<WaitForShutdownAndStartHost>d__34:MoveNext () (at Assets/Scripts/Network/NetworkController.cs:174)
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /home/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)

#

It seems that domain doesn't resolve to anything.

#

The code in question wasn't changed before or during release and has been working for a while now. It at around 20:00 cest stopped working.

astral wharf
#

@sullen rain Sorry to ping you, but this is a kind of pressing matter for us.

uncut iron
#

Why not join the Netcode Discord where the people who work on this stuff are, linked in the pins of #archived-networking

#

But don't go spam pinging people, it's not the way to go about it

astral wharf
#

Because this is for me, a Unity Relay Problem, not a Netcode issue?

uncut iron
#

Why would Netcode and Relay not go hand in hand?

astral wharf
#

Why have this channel then?

#

btw thanks for providing that.

uncut iron
astral wharf
#

but*

uncut iron
#

I'm just suggesting that the people there may be better equipped to help you

astral wharf
#

my thanks were meant honest. all good

#

just a bit panicky with a commercial release going on.

#

so sorry for any break of ettiquette.

dawn yarrow
#

Hey!, just wondering. Can you install unity gaming services on a custom server (Like one you bought yourself)

#

It would be nice, since it is easy to use unity gaming services.

frosty flare
#

Has anyone got the lobby sample working with 2021.3? Should I just drop down to 2020 for this project?

dreamy crag
#

Can you distribute the first build using Unity Cloud Content Delivery? I have a small website which uses AWS S3 to source the builds. I was wondering if CCD can totally replace S3

jovial sparrow
#

It's really not intended to host game binaries but I suppose you could?

dreamy crag
jovial sparrow
#

They have non unity download api so you put whatever you want in there

serene summit
#

hey hope so everyone is alright actually i need some help if anyone uses Nakama in Unity or making changes in the Nakama or making a game by using Nakama so if you do then please help me how to add your custom coding in Nakama Thank You

toxic pike
#

Im having a issue where im not being asked to select a organisation (i think plastic falls under gaming services correct me if im wrong)

#

Now this is a error

main lodge
#

Where can I find all the unity professionals in Los Angeles area ????

jovial sparrow
#

Linkedin

daring ginkgo
hazy hazel
#

when will unity game server hosting Windows support come out?

covert jay
fluid hearth
#

Hi. I want to start using Unity Analytics but I'm scared something can go wrong and the money on my card will be gone. Can I somehow put a budget limit?

final lagoon
#

Hi. I have a license problem. I can not open the editor. Please someone help me. I did everything but no result.

surreal trench
surreal trench
surreal trench
stray heath
#

don't crosspost

river furnace
#

Hello, I started using Unity just yesterday, and unity editor keeps crashing again and again just like this

#

I am on manjaro (a linux based OS)

river furnace
#

what can I do to prevent it from crashing this much?

uncut iron
#

I don't think that distribution of Linux is supported

#

If you want stability, you need to use an officially supported distribution of Linux

river furnace
#

ok, gonna search for it

hazy hazel
#

anyone using game server hosting? the server keep shutting down with signo:11 (segmentation fault) after ~2 min. my game server run perfectly on my local ubuntu machine.

jovial sparrow
#

Could be memory

hazy hazel
#

this is my only message i can get from the log: Caught fatal signal - signo:11 code:0 errno:0 addr:(nil)

jovial sparrow
#

Go monitor other metrics like CPU usage and memory usage

hazy hazel
jovial sparrow
#

No idea

river furnace
#

works like a charm

hazy hazel
charred nacelle
#

I'm trying to use UGS Analytics 4.2.0 in a project with editor 2021.3.12f1 on Mac. The documentation references Unity.Services.Core but I'm getting compiler errors:
The type or namespace name 'Services' does not exist in the namespace 'Unity'
I have verified in the Package Manager that I have Services Core 1.4.3 installed. Any idea whats wrong here?

terse geyser
#

idk why the pause button is frame by frame

#

but, someone could help me?

terse geyser
#

sure?

#

alright

uncut iron
#

Absolutely sure

#

UGS is the multiplayer tools

severe peak
wraith saddle
#

Setting up the latest Mediation
.
Setting up Test Device for iPhone 12
.
Where would I find my Advertising_Id?

tiny solar
#

Hi, I have a test server up on Game Server Hosting & am finding that it consistently de-allocates after a minute or so of running. This seems to have begun happening recently, and I can't find an obvious reason why.

I can test allocate & connect via match making successfully, the usage settings appear appropriate, there are no errors in the logs.
Any advice would be appreciated.

hazy hazel
#

have you try building a development build to see if there is any trace?

strong notch
#

hello has anyone tried unity gaming service ?

#

who did facebook login ? i have a problem 😦

#

is there any github repo i can check?

tiny solar
hazy hazel
crystal breach
#

Hey guys! Sorry if this question has been already asked and answered, but I couldn't find it anywhere. For context, I am implementing Authentication in my app with UGS on mobile, moreover, I am linking the user with GPGS as the external provider. Anonymous Authentication and the link with GPGS is working smoothly. The issue I am encountering is with Signing In an Anonymous User with the corresponding GPGS account. When trying to do so, I am getting this issue: "Invalid state for this operation. The player is already signed in.". Am I missing something here?

agile pond
#
public static async Task<RelayHostData> HostGame(int maxConn)
        {
            if (!AuthenticationService.Instance.IsSignedIn)
            {
                await AuthenticationService.Instance.SignInAnonymouslyAsync();
            }

            Allocation allocation = await Unity.Services.Relay.RelayService.Instance.CreateAllocationAsync(maxConn);

            string ipv4 = "0.0.0.0";
            ushort port = 0;
            foreach (var endpoint in allocation.ServerEndpoints)
            {
                if (endpoint.ConnectionType == "dtls")
                {
                    ipv4 = endpoint.Host;
                    port = (ushort)endpoint.Port;
                }
            }

            if (port == 0)
            {
                ipv4 = allocation.RelayServer.IpV4;
                port = (ushort)allocation.RelayServer.Port;
            }

            RelayHostData data = new RelayHostData
            {
                IPv4Address = ipv4,
                Port = port,

                AllocationID = allocation.AllocationId,
                AllocationIDBytes = allocation.AllocationIdBytes,
                ConnectionData = allocation.ConnectionData,
                Key = allocation.Key,
            };

            data.JoinCode = await RelayService.Instance.GetJoinCodeAsync(data.AllocationID);

            return data;
        }
#
public async void SetupHostServer()
        {
            RelayHostData hostData = await RelaySetup.HostGame(4);

            joinCode = hostData.JoinCode;
            allocationId = hostData.AllocationID;
            playerId = AuthenticationService.Instance.PlayerId;

            RougeNetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(hostData.IPv4Address, hostData.Port, hostData.AllocationIDBytes, hostData.Key, hostData.ConnectionData);
            RougeNetworkManager.Singleton.StartHost();

            UpdateUI();
        }```
#

Alright I feel like I'm losing my mind, I'm implementing the Relay Server with Netcode for Gameobjects right now. When the host creates a host allocation on the relay, I then bind it by setting the ServerRelayData which should bind it when I start the host instance. Although when I hop back to my client if I don't put the code in fast enough it will give me an error saying the Join code doesn't exist

simple verge
#

<@&502880774467354641> how do i do this? i need login

coral bear
#

Actually post a question so the community can help, otherwise this is the wrong place to be posting

agile pond
#

Alright I feel like I m losing my mind I

tiny solar
#

How would I go about attaching the Unity profiler remotely to our server build? More specifically, how do I open the port range the remote tool searches through on a Multiplay server. I'd like to get some performance metrics there.

hazy hazel
sick bay
#

Hey, we are making a rummy game with 4 players and we are facing some issues can anyone help with this ?
Thanks

strange mesa
#

I have a multiplayer game that used to use Gamesparks as backend (they got bought and shutdown by amazon though)... I am investigating my options for new backend and I have a bunch of questions about this new Unity service.. Would any @unity staff mind chatting to me briefly and answering my questions?

glossy roost
#

it's my first time setting up multiplayer for a game. I'm using Relay and Lobby. The official documentation says Netcode for Gameobjects is usually preferred to Unity Transport Packacge, but it doesn't give a reason for that. How should I decide?

dense token
#

Hey I just cannot initialize UGS on iOS, I constantly got an error log

Rethrow as DependencyTreeSortFailedException: Failed to sort tree! It is likely there is a missing required dependency:
{
  "ordered": [
    {
      "packageHash": 382959472,
      "packageProvider": "CorePackageInitializer",
      "packageDependencies": []
    }
  ],
  "packages": [
    {
      "packageHash": 382959472,
      "packageProvider": "CorePackageInitializer",
      "packageDependencies": []
    },
    {
      "packageHash": 385370240,
      "packageProvider": "QosPackageInitializer",
      "packageDependencies": [
        {
          "dependencyHash": 25374560,
          "dependencyComponent": "IAccessToken",
          "dependencyProvided": "false",
          "dependencyOptional": "false"
        },
        {
          "dependencyHash": 152474480,
          "dependencyComponent": "IMetricsFactory",
          "dependencyProvided": "true",
          "dependencyOptional": "false"
        }
      ]
    }
  ],
  "components": [
    {
      "componentHash": 25374560,
      "component": "IAccessToken",
      "componentPackageHash": 0,
      "componentPackage": "null"
    },
    {
      "componentHash": 152474480,
      "component": "IMetricsFactory",
      "componentPackageHash": 382959472,
      "componentPackage": "CorePackageInitializer"
    }
  ]
}
 Error: Component with hash[25374560] threw exception when sorting package[385370240][Unity.Services.Qos.QosPackageInitializer]

I just use this simple code

private async void Awake()
{
    try
    {
        await UnityServices.InitializeAsync();
    }
    catch (Exception e)
    {
        Debug.LogException(e);
    }
}

It worked fine on my mac but it didn't work on iOS
Is anyone familiar with this error? Thank you.

glossy roost
#

Hey! Can someone give a more hand-holdy tutorial to Cloud Code? I have trouble understanding the Use Cases provided by them. I am also not familiar with JavaScript

sleek sapphire
#

Hello. So now I've implemented unity ads in my game and everything is working fine except the test ads. Wherever i play my game in unity editor it shows test ads(my test mode is turned on) but when i build and run it on my phone it shows real ads even tho my test mode is on. Also I've heard that unity flags users as "fraud" who play real ads for testing purpose, is this actually true? If yes then how can i make sure that i see test ads while testing my build in phone.

thin basin
#

can somone give me a hand making a uml class diagram

hot halo
#

Do any of the USG offerings allow me to receive feedback from the player? Like a poll or the, "This game is boring" or whatever?

hot halo
#

Anybody use STOMT ?

solar moss
# glossy roost Hey! Can someone give a more hand-holdy tutorial to Cloud Code? I have trouble u...

Unity has sample use cases(https://github.com/Unity-Technologies/com.unity.services.samples.use-cases) which are more complex but there is also a step-by-step guide to writing up your first script (https://docs.unity.com/cloud-code/implementation.html#Writing_your_first_script), this will help you start using Cloud Code and understand how it functions. We are also working on C# support so if you are more comfortable using this is will give you and alternative to Javascript in the future

hybrid knoll
frozen stream
#

Greetings everyone :)
Im trying to setup Authentication using discord as an IdP, and I just discovered that this UML was added to the documentation

#

Using the Discord SDK, I am able to get the local user Oauth2 token

#

So i think im here

#

All I need to do is to use it with UGS
But the thing is that this function I need to call :

#

Require this to be filled :

#

And I don't know what I should put in here as the Issuer URL

#

Does anyone have any clue ? 😅

glossy roost
pine pier
#

Hello, I'm having trouble with Unity Analytics. During internal testing, the editor and build send me the analytics data. However, no data was delivered when I ran the build after publishing it to Steam. Have any suggestions for me? Thanks a lot.

pseudo saffron
#

Good afternoon. I'm using unity cloud build to build for iOS, and then I have a post-build script that auto uploads it to appstoreconnect for me.

23 days ago I had a successful build and upload to appstoreconnect. But, today I ran into a failure. Here are my logs from today, above the logs from 23 days ago. This ios tag is the only thing i see different from today's logs on the build path.

EDIT: I think I found the answer. Implementing workaround mentioned here: https://forum.unity.com/threads/customizable-executable-name.1368030/

ember lynx
#

I created a new organization, then successfully moved my project to it, only to be completely locked out of it since the dashboard politely informs me that I dont have access to my own organization even though I am the owner. I can't delete the organization either since it has a project in it, which means I have absolutely no way of regaining access to it.

ember lynx
#

nevermind, guess it just takes an hour until you get access

jovial sparrow
#

<@&502884371011731486>

raw cloak
whole knot
raw cloak
#

Which is a service Unity provides, not a job posting channel.

whole knot
#

Ah sorry..

whole knot
whole knot
west steeple
#

Does any one know how to PAUSE unity multiplay server , it keep running.

fallow breach
#

Not sure about this but is virtual purchases for economy not supposed to handle custom data? No matter how I do I get json parse errors when I add custom data. The fetch from the API fails with this message: JsonReaderException: Unexpected character encountered while parsing value: {. Path 'customData', line 1, position 159.

analog crystal
#

Are there tutorials on how I let players connect their facebook to their game to invite friends for multiplayer?

#

And things like creating accounts as an alternative…

pulsar matrix
#

Hello everyone,
I am facing a little bit of an architecture design about how to save my player's progression in my game. I currently use ScriptableObjects (that you'll find below) and I'm not sure how to bring these data to UGS? Shall I save a json in the CloudSave? Can anyone please help me with that 🙂

DungeonTemplate

public class DungeonTemplate : ScriptableObject
{
    // Name of the dungeon
    public string   Name            = "New Dungeon";

    // User progression
    public int      CurrentNode     = 1;

    // If the dungeon is completed
    public bool     IsCompleted    = false;
    
    // Required level for the dungeon
    public int      RequiredLevel   = 0;

    // Whether it is bought or not
    public bool     IsBought        = false;

    // Whether it is new or not
    public bool     IsNew           = false;

    // List of nodes in the dungeon
    public List<DungeonNodeTemplate> ListNodes;
}

DungeonNodeTemplate

public class DungeonNodeTemplate : ScriptableObject
{
    // ID of the node inside the dungeon
    public int      ID;

    // Background image in the battle scene
    public Sprite   Background;

    // Status of the node
    public bool     IsCompleted         = false;

    // Whether it is a boss or not
    public bool     IsBoss              = false;

    // Whether the reward node has been collected or not
    public bool     IsRewardCollected   = false;

    // Experience at the end of the node
    public int      Experience;

    // Reward node
    public DungeonNodeRewardTemplate DungeonNodeRewardTemplate;

    // Rewards
    public List<RewardTemplate> ListRewards;

    // List of the opponents to beat in the node
    public List<AssetReference> ListEnemies;
}
dense token
sage jackal
#

Hi, why my matchmaking ticketing fail with this result "MultiplayAllocationError: request error: maximum capacity reached"?
I set backfill true but new player always forced to open new server.

deft falcon
#

Hey guys I really need to know this. Please help
So here the problem: you have a randomly rotated prop and you need to reset one specific rotation (for example: X) but ignore the otters (Y and Z).
Example: randomly rotated cube X:20 Y:60 Z:120 and you need to set not move slowly ! SET ! Y to 0 but X and Z need to stay at 20 and 120 as they were. ( the X Y Z i meant that ones you can see in Transform Rotate)
Please Please send me full code and explanation I really need it.

tranquil matrix
deft falcon
#

THX

split condor
#

hi guys

#

here i can get help?

uncut iron
split condor
#

i want to create a weapon that when i shoot i bounce backwards

uncut iron
split condor
#

oh

#

sorry

#

ty

vernal tendon
#

I'm still making a game

west steeple
#

How does client pass specific levelmapID args to in Br200 project with Unity Mulityplay server and unity Matchmaking. In "StandaloneManager Global.MultiplayManager.StartMultiplay(request, configuration);" ,there is no client-passed-args to tell server to start specific map . Or Should I Create lots of Matchmaking Queues to specify which level client decide to play ?

severe peak
#

Hello so I need big help with this. I tried looking for answers online and it’s not giving me anything on this

stray heath
# severe peak

it tells you exactly whats wrong in error, what part are u confused about, and what did you "look online" for exactly ?

dense token
#

Hey guys is there a way to retrieve Cloud Save data in batch?

#

For example, every player has a key called PlayCount, which indicates the number of times the player has played.
How can I get the sum of PlayerCount for all players?

#

Is that even possible?

severe peak
#

Nvm I fixed it

stray heath
jovial sparrow
#

Also you wouldn't want to recalculate that on each client

#

You should store a total play count separately

dense token
#

If I can do it, I don't mind

#

I just want to get the backend data in a more efficient way

#

How can I do it?

stray heath
# dense token How can I do it?

Use a database or similar. I prefer a nosql one , and store total plays attempts for each player . There are also things like LootLocker to help you store this in their own DB . The important takeaway here is using a database

empty echo
#

Hi! I wasn't sure which channel to put this question in but I recently renamed my project but some of the assets are still pointing to the old name. Does anyone know why?

sage jackal
#

Is there any tutorial (not documentation) about matchmaker backfilling?

jovial sparrow
#

Idk about actual tutorial but the docs seem pretty much like a tutorial on how to create a backfill ticket and approve it

sage jackal
#

Hmm, I have read the docs but still don't understand how to use it.
So, each client should create a backfill ticket before create a matchmaking ticket?
Then if there is server app currently allocated, it should know there is a new backfill ticket and call a script to approve it?
Client will get MatchmackingResult and join with matchId, but if don't get matchId then start create matchmacking ticket.
Is it correct?

#

Currently I can create a matchmaking ticket in client app, then matchmaker will open a new server app.
In server app, I retrieve matchId to create a photon fusion session.
The client will get a match id also, and use it to join a same session.
The problem is every time client app created a matchmaking ticket, it will open new server and join new session.
I just know that I should implement backfilling, but still trying to understand it.

fervent smelt
#

Hello,Do you know if I can hire a developer on this server?

upbeat horizon
#

hey everyone, I don't know if it's me but AuthenticationService.Instance.IsSignedIn seems to not return the correct state

#

if I do

                try {
                    await AuthenticationService.Instance.SignInAnonymouslyAsync();
                }
                catch (Exception e) {
                    Debug.LogError(e);
                }
            }
#

I have an error

#

what is odd is that it says I'm already sign in (which is possible that's why I do the if)
and in isTransient it's a notImplementedException (might be unrelated)

#

I don't know how I can recover from that since the ErrorCode is InvalidUserState

#

the only thing I can do is check is the message is "already signed in"

#

I can do that but either I do something wrong or the code doesn't behave as expected

                    Debug.LogError(e);
                    if (!e.Message.Contains("The player is already signing in")) {
                        throw e;
                    }
                }
glossy roost
#

9/10 times my client is not connecting to my server in Relay. I do NetworkManager.Singleton.StartClient() and then after that check NetworkManager.Singleton.IsClientConnected and it continues to return false. What should I do?

craggy oxide
#

There's so much stuff that can screw over that handshake lol

glossy roost
#

what do

craggy oxide
glossy roost
#

i'm using netcode for gameobjects

craggy oxide
#

Tough, I'm assuming configuration is correct. So it kinda limits to connectivity issue or maybe some firewall shenanigans with the associated ports.

glossy roost
craggy oxide
#

True, it wouldn't with firewall.

glossy roost
#

also, scratch connecting one out of 10 times. now it has connected only twice in 30 times

#

wtf switching from dtls to udp fixed it

craggy oxide
#

Yea, UDP is typically the most common transport layer for gaming. Figured network protocol fell under configuration! lol

glossy roost
#

still, i wonder how i can make dtls reliable for me because ultimately i have to use it

thin berry
#

The player that creates a lobby gets joined to it automatically?

stray heath
fossil heath
#

can someone explain to me why I would need to use unitys Relay service? I am confused, does the lobby service and Netcode for gameobject service already cover joining players and then syncing data for all players across the network? so whats the point of Relay?

robust swan
#

You can use Relay without the lobby service, and you can use the lobby service without Relay, but then you need some other way to send messages between clients, like peer2peer or some other relay service.

#

NetCode for GameObjects is just code for preparing the network packets and receiving packets from the server, but it doesn't act as a server by itself.

fossil heath
#

ok so i do need to use relay, thanks guys

analog crystal
#

Can anyone tell me why I get that "InitializationListener is null, you will not receive any callbacks" error and how I can fix it?

fallow breach
prisma trench
#
    let returnRewards = [];
    
    
   const tierRewards = remoteConfigData[claimTierKey];
  

    if (tierRewards != null) {
        if (tierRewards.reward != null) {
            returnRewards.push(tierRewards.reward);
        
        }
        // Does the current player own the current Battle Pass?
        // By this point in the code, the BattlePass would have been reset if it was too old.
        const ownsBattlePass = playerState.battlePassPurchasedSeason === remoteConfigData.EVENT_KEY;

        if (ownsBattlePass && tierRewards.battlePassReward != null) {
            returnRewards.push(tierRewards.battlePassReward);
        }
    }

    return returnRewards;
}```
#

This is from BattlePass_ClaimTier sample

#

i have a trouble where returnRewards alway return as []

#

i sure did have data in remoteConfig

#

Can anyone help me find where the problem from

fallow breach
# analog crystal How can I do that?

in your class definition, after : MonoBehaviour add ,IUnityAdsInitializationListener then visual studio will prompt you that you need to implement two new methods in your class OnInitializationComplete and OnInitializationFailed (UnityAdsInitializationError error, string message) these will be called if init works or fails.

analog crystal
#

Thanks a lot!

fallow breach
tawdry plover
#

Hi!

I'm getting pretty angry with UGS. I signed up for Plastic SCM and provided credit card details, but I was a bit sloppy and didn't realize that the free tier of 5GB project storage is, for most use-cases, completely useless. As I'm just hobby tinkering I'm not about to shell out 100+ dollars a year for SCM storage. So I want to cancel. And I can't. I can't remove my credit card details and I can't cancel SCM either. If I got to Plastic SCM => About => "Manage My Subscription" I just get thrown out to "explore services" again.

Only solution I can find so far to make sure no money gets deducted from my account (should the account get compromised in 2 year's time when I'm not really paying attention and someone start incurring charges) is to lock my card to all internet payments, which is hardly something I want to do atm.

It should probably not be this hard to cancel a service you're not interested in, and preventing me from removing my credit card feels like such a douche move. Why do you want to force maximum inconvenience for your users? If someone wants to use your services and then not pay for them they will just disable payments from the card anyway, it's not like this "feature" provides any benefit to legit users at all.

AAAH! STOP WASTING MY TIME!

stray heath
tawdry plover
#

Well it's right there in the dashboard, under the UGS banner, but I'm not interested in semantics.

analog crystal
fallow breach
# analog crystal Could you edit the code for me? Really not a coder and Visual Studio doesnt prom...

Your class should look like this: `public class BannerAdsiOS : MonoBehaviour, IUnityAdsInitializationListener {
private string gameId = "5100266";
private string surfacingId = "Banner_iOS";
private bool testMode = true;

void Start() {
    Advertisment.Initialize(gameId, testMode, this);
}

void OnInitializationComplete() {
    Advertisment.Banner.SetPosition(BannerPosition.TOP_CENTER);
    Advertisment.Banner.Show(surfacingId);
}

void OnInitializationFailed (UnityAdsInitializationError error, string message) {
    Debug.LogWarning("Error with ads init: "+message);
}

}`

analog crystal
#

Thank you so much 🙏

analog crystal
fallow breach
analog crystal
fallow breach
analog crystal
#

Ah yeah. Works now, thanks a lot!

fallow breach
#

np.

analog crystal
#

Does anyone know if this banner isn't actually way to small considering it's just an iPhone Pro Max resolution? Or is it just the way the editor shows it?

fallow breach
#

is it the same size if you test with other device sizes?

#

if so it could be with how testmode works.

analog crystal
#

Nah only the screen size changes but the ad keeps being the same size.

fallow breach
#

do a run with testmode disabled just to see

wet wharf
#

Are there any known issues with Unity's new Input System and Netcode? I did the Tarodev tutorial fine but when I tried it with a 3D animated humanoid using the new system the netcode stuff didn't work properly (for example, ClientNetworkTransform didn't synch anything)

fallow breach
analog crystal
wet wharf
#

@fallow breach Yeah things move ok but it's the synching that's wrong. Like for example I'd create a host, move the player to a spot on the map, then spawn a client. What SHOULD happen is that the client sees the host where they're supposed to be, but instead it's spawning the host at the origin.

#

@fallow breach Also, before any synching you should be controlling both characters on either instance. Something you need to fix with transform synching but even without any of that only one player moves. Everything worked fine with my simple RB stuff but the new system seems to have issues

fallow breach
# analog crystal Still same

Hard to say, i haven’t worked with banner ads so i suggest you look at the unity docs and see if you need to specify size or if you have misses something else.

severe peak
#

is that possible to cut the object into parts
i have this Banana model and i want to cut his hand and glasses and legs etc.. to add anmation for it

raw cloak
cunning sorrel
#

I figured we'd end up doing Client > Cloud Code > Firebase to store the scores, but if that's a direct solution then we can definitely make use of that

stray raft
#

Hey people, I have a question regarding cloud storage, I am trying to access a project that used collab previously and when I try to get files the repository in plastic is empty (I've created a plastic organization with my Unity id that is connected to that project) are my files lost? is there a way to access those files somehow?

dry laurel
#

anyone know of any good video tutorial for google auth using ugs ?

brazen jungle
#

Hi.

I assume that UGS services are separate modules and I can use some of them and use other solutions instead of UGS.

Is this a right assumption?

For example I would like to build a multiplayer game with

  • Photon Multiplayer solution
  • Photon built in Matchmaking (having in mind to change to maybe UGS matchmaking later)
  • UGS Authentication
  • UGS Could Save

My assumption is that if later I change my mind and try to implement UGS Matchmaking, it would be easy change, which is not dependent from let say UGS Authentication.

Thanks in advance.

storm rune
#

I'm trying to run my docker image build on multiplay. But i got an error -->> "Please ensure you have used a valid binary in your Build, and that your Build Configuration has the correct usage settings and launch parameters.". When i run the image locally i works. Can someone share example lauch parameters? I'm really stuck. Thank you.

upbeat horizon
#

[RELAY] Hey I couldn't find it in the docs, How can I detect if I join with a wrong code ?

#

the JoinAllocation class is not set ?

#

I get a 400 Bad request, that's my answer 😄

stiff oxide
#

Hello guys i would like to open a project in unity hub but when i search from it i can't find it bc my project is on Ubuntu (im on windows) bc i got prblms to push on the git . Whatever do u guys know how to open a project which is located in the folder Linux plz ?

stiff oxide
stray heath
#

your question has 0 to do with UGS

stiff oxide
#

😴

wet wharf
#

Good afternoon.

dusk night
prisma trench
dusk night
dusk night
cunning sorrel
robust swan
#

<@&502884371011731486> 👆

severe peak
#

That mf put that in so many channels

wet wharf
#

Are there any good examples out there for using Authentication via OpenID?

#

It's very confusing

lapis sinew
#

anyone familiar with the new lobby events?

#

I subscribe to the lobby event handler via lobby id and get a successful response

#

although none of my event callbacks are firing. am i missing something?

#

I was expecting on player join to update etc.

#

lobby gets deleted, no update on the client side

#
  public async Task QuickJoinLobby()
        {
            Debug.unityLogger.Log(LOG_TAG, $"Quick joining lobby");
            try
            {
                var options = new QuickJoinLobbyOptions
                {
                    Player = new Player()
                };
                var lobby = await LobbyService.Instance.QuickJoinLobbyAsync(options);

                await SubscribeToLobbyEvents(lobby.Id);
                var relayData = await RelayHandler.JoinRelayAllocation(lobby.Data[KEY_RELAY_JOIN_CODE].Value);
                Debug.unityLogger.Log(LOG_TAG, $"Joined lobby and relay success {lobby.LobbyCode} (Relay: {relayData.JoinCode})");
            }
            catch (LobbyServiceException e)
            {
                Debug.unityLogger.LogError(LOG_TAG, $"Join lobby ERROR: {e}");
                throw;
            }
        }```
#
     private async Task SubscribeToLobbyEvents(string currentLobbyId)
        {
            try
            {
                await Lobbies.Instance.SubscribeToLobbyEventsAsync(currentLobbyId, _eventCallbacks);
                BindLobbyEvents();
                Debug.unityLogger.Log(LOG_TAG, $"Subscribed to lobby events ID: {currentLobbyId}");
            }
            catch (LobbyServiceException ex)
            {
                switch (ex.Reason)
                {
                    case LobbyExceptionReason.AlreadySubscribedToLobby:
                        Debug.unityLogger.LogWarning(LOG_TAG,
                            $"Already subscribed to lobby[{CurrentLobby.Id}]. We did not need to try and subscribe again. Exception Message: {ex.Message}");
                        break;
                    case LobbyExceptionReason.SubscriptionToLobbyLostWhileBusy:
                        Debug.unityLogger.LogError(LOG_TAG,
                            $"Subscription to lobby events was lost while it was busy trying to subscribe. Exception Message: {ex.Message}");
                        throw;
                    case LobbyExceptionReason.LobbyEventServiceConnectionError:
                        Debug.unityLogger.LogError(LOG_TAG,
                            $"Failed to connect to lobby events. Exception Message: {ex.Message}");
                        throw;
                    default:
                    {
                        Debug.unityLogger.LogError(LOG_TAG,
                            $"Failed to connect to lobby events UNKOWN ERROR. Exception Message: {ex.Message}");
                        throw;
                    }
                }
            }
        }```
#

callbacks are bound in the classes mono awake

lapis sinew
#

Version define UGS_BETA_LOBBY_EVENTS is defined, but the IWire component is not available. This means you do not have the Wire package in your project!

#

is this a problem?

dusk night
# lapis sinew is this a problem?

yeah, for the beta events, you need wire (our websocket gateway), let me dig into how you can get it. Which version of the lobby package are you using?

lapis sinew
#

It's working great now 🙌

dusk night
finite drum
zealous escarp
tall lance
#

was anyone able to setup google play game services? let me know

dusky egret
# tall lance was anyone able to setup google play game services? let me know

Nope, I found it to be an absolute nightmare, with random error messages and things not working.
Eventually I got it 'working' but when it came to configuring everything around privacy and consent on Google Cloud Platform, I wasn't even sure what to do anymore, or what was required of me so I gave up. Must have spent more than 30-40 hours trying to get it configured.

tall lance
#

ong there should be a discord server dedicated to google play service and ads debugging

valid knoll
#

Does anyone know how to add bloom to a singular game object? It's for a 2D game

valid knoll
#

Which channel should I go to?

valid knoll
dusky egret
#

But Unity Gaming Services channel is for Unity Gaming Services, i.e Analytics, Cloud build etc

#

@valid knoll look under Graphics

valid knoll
dusky egret
#

then why you're developing games? 😅

valid knoll
#

Thanks for the help👍I've actually just solved my problem!!

dusky egret
#

open a six-pack and sit on the couch, much easier 🍻

valid knoll
valid knoll
pastel shuttle
#

Can any one help with an issue im having

coral bear
#

Nobody can help if you don't ask a question

pastel shuttle
#

when ever i start a project and setup the fps movment i always moove backwards

pastel shuttle
#

so i turned the vertical sensitivty to 0 and thats seemed to fix it and i though tit was just a glicth

#

sry that it is long

stray heath
pastel shuttle
#

where do i go

stray heath
dire notch
#

Can I get help here regarding my unity account? Please guide me .

desert prism
agile geode
#

Saw the UGS Executive Series today and I was wondering if anyone has had any experience building anything but multiplayer games in UGS? I build web3 office space and retail stores using AI chatbots as staff and I would love a bit of a direction towards non game builds in UGS. Specifically config, structure and possibly a tutorial on connecting to the Unity metaverse. Love some thoughts and insights. Thanks

desert cosmos
#

Didn't see there was a gaming services thread
I am trying to get everything in order for the terms and services/ Privacy policy stuff, I read this https://docs.unity.com/analytics/en/manual/AnalyticsSDKGuide
but I cant make much sense of it, does anyone have any exp with this?
My main question is when you add a consent form to your game, do you need to send the consent to your unity analytics to have on record? Or can it be as simple as "accept the terms or you are locked out of the app"?

dire notch
#

@desert prism I have mailed unity about my unity account login issues. The problem is i am not receiving TFA code on my mobile to login to my account.
Auto response said it will take 7 days to respond.

desert cosmos
#

@dire notch I was actually trying to set up TFA today and I was also not receiving messages, they might have it down for the time being, you might just need to give it some time to come back up

dire notch
#

@desert cosmos Do not setup TFA or you won't be able login to your projects. Personal license is also causing problems as it expiring in a week through unity hub.

desert cosmos
#

Will keep it in mind

dire notch
#

They need to send TFA to our email also just incase it doesn't reaches our mobile message app.

umbral cave
#

Hi everyone, does anyone know how to turn on CORS on the Unity gaming services bucket to build to webGL? I've tried looking for the menu for CORS in the bucket but haven't found one.
thank you.

dire notch
#

@desert cosmos TFA is fixed now. After enabling TFA make sure to copy the recovery codes.

wet wharf
#

Hey there. Any warnings gettting Steam authentication going?

desert cosmos
#

Has unity made a replacement to this line? UnityEngine.Analytics.DataPrivacy.FetchPrivacyUrl
They removed the DataPrivacy asset that they had, so im not sure what the equivalent is now

warped owl
#

GM all, has anyone here used Loot Locker for online leaderboards? are there more services that provide something similar?

stray heath
#

pretty much any cloud database service does this same service, LL is just tailored for games. Database does all the work

warped owl
#

nothing, i just wanted to know if any other services was out there

stray heath
#

the advantage of lootlocker is geared towards games and free tier doesn't require a CC on file in contrast to other cloud services usually require cc for free tiers @warped owl

#

another popular choice is google

#

Firebase or w/e

#

or Microsoft's playfab

warped owl
#

yeah i have played with FireBase, LL gives more quick wins OOB

#

i am just looking for a different method of submitting my score not using a DieTime co routine. jut seeing how other services are submitting their scores, th eonly one LL provides is the Die Time return yield method.

modest crystal
snow nest
#

Hello everyone, I want to know what are the minimum requirements of a PC to run my game, and if I publish the build as Unity exports it to me or should I modify something, because I want to publish it on Steam and it's my first time, thanks.

snow nest
#

Thanks

desert cosmos
#

For Unity Analytics they provide "AnalyticsService.Instance.ProvideOptInConsent(consentIdentifier, true);" but the identifier only works for PIPL, but the GDPR is also a opt in consent policy, but from my understanding the consent identifier only can have the value of PIPL, does anyone know what to do in terms of the GDPR or COPPA, any help is appreciated

hexed cloak
#

How long will unity advertisements legacy work. since i am getting alot of problems with ads with mediation

severe peak
#

Hello

#

im tryna learn unity but youtube isnt doing much, copying tutorials isnt really helpful if you wanna learn how to make ur own game yk, where can i start learning unity and unity's c# from? Also incase it matters im tryna make a 2d top down game

desert prism
#

Ask in a different channel though.

severe peak
ivory merlin
plain cedar
#

Hi Everyone, I have configured VIVOX as per defined in the doc. But only the text chat is working fine, the voice chat is not working at all. Can anyone please help in this regard? I am stuck at it. Thanks

pure shadow
#

For Unity Analytics they provide

novel zenith
#

Hello,
I am here to get help in usage UGS.
Now I am trying to play "Boss Room" sample project to learn Lobby, Relay and Netcode for Gameobject.
But I have got en error,
Please let me know how to fix it.
I will share some screenshot for a quick reference.

open temple
#

Using Unity Matchmaker, how can i check to which team player was assigned?

rancid jasper
#

Hello,
Had a doubt Regarding UGS,
How to get information on which is the route being followed by the players of in our game?
Can we get some kind of a map/ heatmap of the route taken by the players?

uneven coral
left sierra
#

I keep getting this error on iOS (not tested on Android yet) .... "ServicesInitializationException: The Analytics service has not been initialized. Please initialize Unity Services." I am calling .. 'UnityServices.InitializeAsync'. Any thoughts? Can't find anything online about this

lapis grove
#

Damn, buggy Unity being buggy! Trying to build addressables to CCD and getting errors, it wont upload!

open temple
#

Unity Game Server Hosting - first server instantly closes my app. When i start app on different server everything works fine.

bronze egret
#

So i was uploading my unity mobile game to the play store, but i release a buggy aab to the first production release. What happens if i put through another production release. Does the 1st release just get ignored (not reviewed) and the 2nd one (newer) is reviewed instead?\

#

I know this a strange question to ask here but couldnt really find the appropriate place to ask sory.

jovial sparrow
#

You can just release your new one instead

bronze egret
jovial sparrow
#

The sooner you submit the sooner it'll go through

bronze egret
#

Just wanna see my app up on the play store haha

jovial sparrow
#

Probably won't matter too much

runic mirage
#

Not to be annoying, not sure if this is the right place to ask, or if any of the <@&502880774467354641> are connected to Unity a large, but does anyone from Unity have an ETA for when the Unity For Humanity Grants might be decided? Completely understand if nobody knows yet. Just want to know when I might expect to hear results and not sure who I might ask.

uneven coral
#

@runic mirage Don't tag admins with non-server related issues.

runic mirage
#

Sorry, just not sure who to ask. I can't find any emails for any program coordinators on the website.

#

And there is a Discord for the program but they never sent me an invite after filling the Discord joining application for it months ago

uneven coral
#

For official support contact through forums of create a support ticket.

runic mirage
#

Did that, heard nothing

raw cloak
#

@safe ruin If you're asking for people to work on a game with you, use need to use the forums for that. !collab

boreal gladeBOT
raw cloak
hybrid barn
#

Anyone have any experience with Unity Cloud Build Mac Notarization?

dense wyvern
#

Does anyone know if one can use Unity server hosting services for a game developed with Netcode for entities?
And if so, what's the deal with multi-core processing? Will the server use multiple cores? Is it an option? And is it more expensive than using just 1 core?

barren belfry
#

I need to get "Dedicated Server support for windows" but dont know where to get it

barren belfry
#

ok

#

it says I need that so ima get it

soft pilot
#

👋 Is anyone having any troubles with Vivox? We're getting a 11175 error in our app.

desert magnet
#

hello! im tryna set up analytics

#

are the events in event manager tab the new analytics API or the legacy API?
if i see "standard events" should i avoid it? is that the name of the deprecated API?
is the code in the sample analytics package the new API or the old one? its in a folder called "standard events" which i took to mean the legacy system

desert prism
#

Those are statements, not questions.

burnt trail
#

oh sorry

cloud edge
#

Two questions

#

1 does cloud save need to be connected to the internet at all times or can you play the game without internet and it will be saved locally until back online

#

2 can cloud build build an app for iOS with xCode is you don’t have a Mac

hybrid pecan
warm lodge
#

What ads services do u guys use for your games

#

I am honestly very confused which to use , unity ads , mediation or level play

#

any help or insight would be hugely appreciated

cloud edge
rough pawn
#

Sorry if I took this from my phone but can anyone tell me why the Ad Unit won't load????

terse crescent
#

Anyone else having trouble with the Spatial.io creator toolkit? I have Unity already, i installed the required version, my email login for unity is different from my spatial email which seems to be breaking the Notion app? any tips?

crystal brook
#

I'm creating Economy system for my game and I stumbled upon something that can be an issue soon. I've got a lot of Inventory items that are unique, and each should be separate entry in the Inventory, like sword, armor etc.
On the other side I have something like consumable potions that can be bought in packages (5/10/50 items). I would like to store this as a single item, with custom JSON that has information about current amount. Is there any way to achieve it? By default, if I set Virtual Purchase with amount set to 50, I get 50 new entries in the inventory. I can't treat is as a currency as number of currencies are capped to 20 and that's not enough for me.

PS: The only option I see now is to treat is as a currency after all, but set custom JSON that holds information about amount of each type for example: blue: 50, red 200 etc. But I'm not sure how I can configure Virtual Purchase to pass info on what I buy.

idle zinc
#

Guys I want to develop a non-commercial multiplayer game including leaderboards, chats,... what free tools do you suggest? I heard many names like playfab, gamesparks and Game Server Hosting (Multiplay).
besides, I heard that Unity Multiply doesn't cover all the stuff while playfab does.

calm mulch
hybrid pecan
terse crescent
# terse crescent Anyone else having trouble with the Spatial.io creator toolkit? I have Unity alr...

just found explainer video works great - https://www.youtube.com/watch?v=7POS5WNbBYM

Welcome to the Spatial Creator Toolkit! In this video, Jake - Spatial's Head of Community, walks you through how to get all set up, including downloading and installing Unity, reviewing the sample scenes included with the Start Template, and publishing your first project!

You can also follow the guide here: https://spatialxr.notion.site/Getting...

▶ Play video
plush fog
#

has anyone switched from legacy unity cloud builds (from unity teams advanced) to the turnkey cloud build 2.0?

#

I'd like to know what the experience is like, does it improve build times?

elfin shadow
prisma trench
plush fog
jolly barn
#

cud someone please explain how to save and load a int using this?

var data = new Dictionary<string, object>{ { "MySaveKey", "HelloWorld" } };
await CloudSaveService.Instance.Data.ForceSaveAsync(data);

I tried many things and nothing seems to work just errors cant even save the int all i get are editor errors

jolly barn
#

ok so i think i figured it out but idk how to load the int cus it loads as a string

#

ok i just used parse

gaunt hill
#

Hi guys I have just started on my journey of creating a VR game for my final project for school as this is my dream goal. I am having trouble with how to setup a character capsule collider as I only want to have hands in my game and no body is there a way to setup a capsule collider that the scale is changed due to player height and for if the player wants to crouch so that it doesn't walk through my environment
I wanted to add a capsule collider component but im not sure how to get it to change due to the height of a player

#

which chat channel is best to talk about this

gaunt hill
#

fixed now so dw

jolly barn
#

anyone knows if the economy gaming service cud work in a singleplayer game with just a marketplace where people can sell and buy items from others singleplayer game?

thorny glacier
#

Hello

#

I'm trying to add oculus auth to my vr app

#

I see I have to add an App secret, where I can find it?

#

I see only the app id, inside dashboard.unity

#

Project ID*

#

maybe it isn't the App id

native loom
#

I have a bad request for creating ticket for Unity Matchmaker. I just have simple create ticket code like in here: https://docs.unity.com/matchmaker/en/manual/use-the-matchmaker
Matchmaker: 1.0.0.-pre.14
Multiplay: 1.0.0-pre7
Unity Version: 2021.3.14f1
But after CreateTicketAsync call, I get this error:

[Matchmaker]: BadRequest (21400) 
 Title: Bad Request 
 Errors: 
{"error":["No config found for upid 758efb56-0ce6-46cf-a4ff-ac1eff77c195 and env 4adef20a-8ca3-4acf-b7fc-43a2e817ac82"]}

UnityEngine.Logger:LogError (string,object)
Unity.Services.Matchmaker.Logger:LogError (object) (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/SDK/Utils/Logger.cs:17)
Unity.Services.Matchmaker.WrappedMatchmakerService:ResolveErrorWrapping (Unity.Services.Matchmaker.MatchmakerExceptionReason,System.Exception) (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/SDK/WrappedMatchmakerService.cs:322)
Unity.Services.Matchmaker.WrappedMatchmakerService/<TryCatchRequest>d__14`2<Unity.Services.Matchmaker.Tickets.CreateTicketRequest, Unity.Services.Matchmaker.Models.CreateTicketResponse>:MoveNext () (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/SDK/WrappedMatchmakerService.cs:251)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Unity.Services.Matchmaker.Response`1<Unity.Services.Matchmaker.Models.CreateTicketResponse>>:SetException (System.Exception)
Unity.Services.Matchmaker.Apis.Tickets.TicketsApiClient/<CreateTicketAsync>d__7:MoveNext () (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/Apis/TicketsApi.cs:122)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Unity.Services.Matchmaker.Http.HttpClientResponse>:SetResult (Unity.Services.Matchmaker.Http.HttpClientResponse)
Unity.Services.Matchmaker.Http.HttpClient/<MakeRequestAsync>d__1:MoveNext () (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/Http/HttpClient.cs:41)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Unity.Services.Matchmaker.Http.HttpClientResponse>:SetResult (Unity.Services.Matchmaker.Http.HttpClientResponse)
Unity.Services.Matchmaker.Http.HttpClient/<CreateWebRequestAsync>d__3:MoveNext () (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/Http/HttpClient.cs:56)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Unity.Services.Matchmaker.Http.HttpClientResponse>:SetResult (Unity.Services.Matchmaker.Http.HttpClientResponse)
Unity.Services.Matchmaker.Http.HttpClient/<CreateHttpClientResponse>d__4:MoveNext () (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/Http/HttpClient.cs:84)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Unity.Services.Matchmaker.Http.HttpClientResponse>:SetResult (Unity.Services.Matchmaker.Http.HttpClientResponse)
Unity.Services.Matchmaker.Http.HttpClient/<>c__DisplayClass4_0/<<CreateHttpClientResponse>b__0>d:MoveNext () (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/Http/HttpClient.cs:81)
System.Threading.Tasks.TaskCompletionSource`1<Unity.Services.Matchmaker.Http.HttpClientResponse>:SetResult (Unity.Services.Matchmaker.Http.HttpClientResponse)
Unity.Services.Matchmaker.Http.UnityWebRequestHelpers/<>c__DisplayClass0_0:<GetAwaiter>b__0 (UnityEngine.AsyncOperation) (at Library/PackageCache/com.unity.services.matchmaker@1.0.0-pre.14/Runtime/Http/UnityWebRequestHelpers.cs:34)
UnityEngine.AsyncOperation:InvokeCompletionEvent ()
queen jolt
#

Hey, so. A couple days ago I had an error that wouldn't go away. I looked it up on google and a bunch of people said to delete the BEE folder in unity. I did that, updated my unity engine and it started working. However, I now have 812 warnings and 437 error messages in the console saying things like, "Asset Packages/com.unity.ugui/Tests/Runtime/Util/GraphicTestHelper 2.cs has no meta file, because it's in an immutable folder. The asset will be ignored." - An example of 1 of the 437 error messages. An example of a warning message - "Couldn't delete Packages/com.unity.sd.sprite/Editor/Interfact/IGUIUtility.cs s.meta because it's an immutable folder." And these error messages affect my game in no way. They are just clouding up my console for no reason and I can't read my debug.logs. Cn anyone please help?

lethal zephyr
ocean coral
#

Does anyone know if you cant create bi directional off mesh links when auto generating them

storm rune
#

What is the difference between Multiplay and Clanforge?

lament venture
#

Is it possible to use Push Notifications without Analytics?

native loom
#

Dedicated Server Setup with Fusion-Unity Multiplay-Unity Matchmaking

When using Dedicated Server, Unity Multiplay allocates a new server per session? Let's say we have a session of about max players 20 and max tickets also 20 for matchmaking. If any new player creates a new ticket for matchmaking, I see Multiplay allocate a new server. Is it possible to use one dedicated server for multiple sessions? Or Is this normal for allocating a new server per session?

surreal trench
crystal brook
fallow breach
crystal brook
fallow breach
coral osprey
#

I am trying to make a 3rd person game and i used cinemachine but it doesn't move

uneven coral
coral osprey
#

ok

#

thks

primal cedar
#

I'm trying to make a game for pc that can be controlled from the cell phone.

The game is a monopoly board with dice and everything. For example, I would like all the players who are on the same network to be able to join the game through their phone, that is, for each phone, one player on a single PC.

I would like to know if it is possible to use the Relay service to achieve this.

both the pc game and the mobile game are different unity projects. what it takes is being able to send data to each other in real time.

open jungle
#

I'm evaluating backends for a Meta Quest game so I would like the service I use to support frictionless sign-up/in using the Oculus User.GetProof() nonce as well as Oculus in-app purhcase APIs. Looking over the UGS Authentication docs, there seems to be a gap in the Oculus authentication cycle, and just ends with "do authentication here", and there is no mention of Oculus IAP API support in Economy docs. Did I miss something in the docs, or does UGS not provide details as to how to do this?

robust swan
# open jungle I'm evaluating backends for a Meta Quest game so I would like the service I use ...

This might help:
https://forum.unity.com/threads/authentication-now-supports-oculus-meta-quest.1353575/
As for IAP, yeah I don't think they support Oculus IAP, just the authentication.

edgy bramble
#

im planning on using relay for a 1v1 vr game

#

i will be transmitting the location and location of 3 objects per player, as well as a handfull of other objects (less than 5)

#

how many players/matches can i expect to have playing before i must pay

#

i am a student and i want to keep costs to 0 until i know i have the cash in case my game blows up and i have to pay up

#

right now the game will be meta quest only. i will be adding steam vr in the future but it is a vr only game

#

if anyone replies i ask that you please reply with ping on or directly mention me. This channel is kinda dead so I will be waiting for a ping

#

i managed to understand a bit more about it

#

but i want to know how i can implement safe guards in my game to prevent more than 50 users from playing at once and stop a user once they go over 3 gib

#

how can i tell when they are going over

jovial sparrow
hearty palm
#

Hi! I've been exploring the services UGS offers and they seem cover everything I need, except for a general server-side database that I can update without making a new release.
The Economy service allows for something close to what I want, but I would like to store entities that will never be "obtained" by players like enemies or overworld information.
Cloud Content Delivery is close too, but it seems to be built for set assets instead of a flexible data set.

So, is there a way I'm not seeing to tackle this or will I need an external service?

undone oriole
#

so, i have my lobby and everything. the host saves the code for the relay in the loby data and now i need to read said data as a difrent person who wants to join the relay. but unity says that the JoinCodeKey doesnt exist in the current context when i try reading it

open jungle
#

UGS has one up on Playfab because of Oculus authentication, but Playfab has one up because it has Photon authentication via provided custom server setting. Does UGS have something similar?

hearty palm
#

Ok let's try a different approach.
What kind of cloud database would work best with UGS? Ideally something I could connect with from Cloud Code.

undone oriole
#

i hate the unity lobby documentation it says you can set and read lobby data but theres no example on how to actually read it on the documentation. when i set lobby data how do i read it from a diffrent client

#

?

open jungle
#

Does UGS not have an equivalent to "player profiles" (to get username and avatar URL for someone offline) and leaderboards?

#

(sounds like a bunch of us want UGS to work, but it just keeps falling short)

open jungle
#

For player profiles, I figured out how to use CloudCode to get data from another player's CloudSave.

upbeat horizon
#

hey everyone, do you know if you can try user acquisition with less than $500 ? For example by transferring funds from your unity ads revenues

upbeat horizon
#

<@&502880774467354641> does anyone know the answer to this ?

jovial sparrow
#

You should probably contact support instead, don't ping admins here

upbeat horizon
#

I created a forum post is that ok or do you mean something else ?

uneven coral
#

@upbeat horizon This is a community server don't ping admins with non-server related problems. Use forum or create a support ticked on the site.

upbeat horizon
#

got it, why do I have the permission then ? If there is a problem with the discord server ?

raw cloak
#

If there is a server related issue that needs dealing with, it's how you get someone's attention (same with mods).

idle zinc
#

Guys I have a problem. What is the typical payment to develop a simple tug of war multiplayer online game (using UGS)? I don't know how much I should charge for such a game.
(excluding models)

idle zinc
agile marsh
#

is this the right channel to ask if i have problems?

raw cloak
agile marsh
#

ok

woeful topaz
#

Hey, can I use Unity Game Services to make a 3d multiplayer game? And is it the most used option by other Devs?

uncut iron
#

Unity Gaming Services is a variety of different services, some of which you may wish to use to make a multiplayer game

#

I doubt it's the most used option, given it was only launched last summer

woeful topaz
#

Well, is it the "best" then? Or what Features does it have that I might want to use? .-.

uncut iron
desert wasp
#

Hey!
The **Multiplay + Matchmaker **stack is understandable for session games, I need to deploy servers for MMO persistent servers that store their state permanently and can restore it.
What option do you suggest for this case?
Authorization through the unity auth service, getting an ID, saving the profile to my database or to your cloud, then through matchmaking for the first time we find a free server, save its ID and the next time we don’t use matchmaking, and connect to the server directly?
You are guaranteed IP addresses for servers (if the server crashes and Kubernetes under the hood starts a pod on a new server).

charred sage
#

I am still very new to Unity so this wont apply to me for a while but how long could servers be running for for the Free tier plan for Unity Gaming Services? and how many players would it likely support under the Free Tier?

idle zinc
#

Hi guys, I'm developing a non-sophisticated multiplayer game using Unity Gaming Services (UGS).
I'll be needing a handy online database service to store my data.
As UGS still doesn't offer this service, what would you recommend among all options like firebase?

idle zinc
stray heath
#

MongoDb is nice

idle zinc
stray heath
#

they all do the same stuff

#

some have Unity SDK which is nice

idle zinc
# stray heath some have Unity SDK which is nice

I'm still wondering why Unity hasn't add this feature to UGS... Also there are some drawbacks in player management... You can't delete a player! Which is a must... You can't access another players CloudSave!!!

stray heath
remote shadow
idle zinc
#

Guys has anyone found a way to delete a player from player management using CloudCode or from the application (not using the dashboard)? What about getting all the players list?!

last wharf
#

I have a bit of a unique circumstance and trying to download NGO through add through name and GitHub is not working (and probably never will) is there a way to download it through disk

uncut iron
#

My guess is you don't have Git installed, you could in theory go to their GitHub page and download it yourself if you wanted

crystal brook
#

I just saw Leaderboards are finally here, in Beta of course. I can't find any info whatsoever, nothing here or on unity forum. Do we know anything about possible pricing? Where can I find more information?

queen copper
idle zinc
#

Guys. I need to setup custom Open ID to have my own authentication. Like email & password. So player can log in from another device.

But I don't have any idea what the custom Open ID is and how to create it. I searched but no results.
I really appreciate any help

queen copper
# crystal brook I just saw Leaderboards are finally here, in Beta of course. I can't find any in...

Hey @crystal brook ,

I'm delighted to let you know that we can now share a bit more information on the Leaderboards BETA.

versed bronze
#

Guys is there a way to limit my game to like, don't use more than the free resources? I want to do some playtesting and stuff without fearing that I'll pay something

queen copper
versed bronze
queen copper
#

Hm ok that s cool

slate sluice
#

Hi All, I saw on the unity site that we should attempt to limit leaderboard calls on avg per MAU to 500. Is that better read as avg of 500 calls per user per month? Just trying to clarify.

solemn flower
#

Hello, how do I set a player name in Unity Gaming Services? I use the SignInAnonymouslyAsync to login/create the account

queen copper
#

Hi All I saw on the unity site that we

queen copper
#

Hello how do I set a player name in

solemn flower
#

Hello, how do I access a Unity Remote Config data on a headless unity server? The case I am try to tackle is I have a turn timer of 30 seconds. I would like to change this later to say 60 seconds without having to push another headless server build. Is cloudcode the only to access this remote config data?

primal apex
#

Why is Unity Gaming Services completely blocked in Iran? I'm not in Iran but i have many friends in Iran and when testing my game they cannot do anything thats connected to UGS. It's such a stupid thing that i have to implement my own solutions when unity already have them but no one that i know can use them

raw cloak
#

Call up the Iranian government and ask them?

uncut iron
#

Sanctions

primal apex
dry silo
#

Hi, in the Leaderboards call LeaderboardsService.Instance.AddPlayerScoreAsync(LeaderboardId, score) returns a LeaderboardEntry that always has player rank = 0. Shouldn't it return the rank that player score got? So I don't have to make another call using GetPlayerScoreAsync and reduce the amount of calls per MAU? Or is it a bug?

sick sun
#

Thinking of switching over from PlayFab to UGS - just cannot get PlayFab going. Has anyone made the switch before?

spark horizon
outer anchor
#

Hey everyone. I've got a question on validating a users session token given by UGS on our game server when requests are made from the client.

The documentation says there is a 300 request limit over 30 minutes to the Authentication API. Maybe I'm looking in the wrong place in the documentation, but those numbers don't seem production worthy. Is there another API that is used to validate an already existing session token that's not rate limited?

slate sluice
#

Does anyone know if the new leaderboard service works with WebGL builds?

dry silo
blissful mist
#

Hi I get this error in my Headless Linux build using Unity Multiplay:

cant resolve internal call to "System.Runtime.InteropServices.Marshal::GetIUnknownForObjectInternal(object)" (tested without signature also)

Your mono runtime and class libraries are out of sync.
The out of sync library is: /game/Apple_Data/Managed/mscorlib.dll

When you update one from git you need to update, compile and install
the other too.
Do not report this as a bug unless you're sure you have updated correctly:
you probably have a broken mono install.
If you see other errors or faults after this message they are probably related
and you need to fix your mono install first.
cant resolve internal call to "System.Runtime.InteropServices.Marshal::GetHRForException_WinRT(System.Exception)" (tested without signature also)

Not sure how to resolve it. Not sure where its coming from. I've tried tweaking with every build setting imaginable and it still appears. Tried reimporting assets. Tried just about everything. Anyone ever experience something similar? Any help is appreciated. Thanks!

spare token
#

Hello! I am looking for the pricing info for the plastic cloud edition, its very unclear in the pricing page in the new website, can someone direct me to the right page or give me some info, also did the pricing change after the big changeover?The old plastic website was pretty clear and straightforward,I can't seem to find it on the net

sick sun
#

Is there anyway to get the number of players searching for a match in the pool?

#

or at least the average queue time?

terse oracle
sick sun
#

Can I call Cloud Code functions from a server that's hosted on Multiplay? I'd like to get the players details straight into the server, instead of constantly querying Cloud Code from the clients

sick sun
#

No... don't seem to be able to do this

#

Can't use Cloud Save like this either

#

That seems like a huge pain in the ass limitation 😦

#

Going to have to do it through the REST API I guess

shrewd magnet
#

Is there a place to ask questions about Unity Multiplay?

sick sun
#

I think its here.. just really quiet

#

Let me know if you find somewhere else

delicate timber
#

For a fighter game, does anyone happen to know which networking solution (self-host, direct p2p, server-model, p2p with a relay) is best (for both 1v1 and 2-4 players)?
And what package offers it?

shrewd magnet
delicate timber
shrewd magnet
sick sun
#

Im mirror atm, but I'd roll with FishNet if I was starting a new project

#

But both offer P2P or Dedicated Server models... just depends how you want to use them

#

As does Photon 🙂 No idea what NGO is though

shrewd magnet
#

in GSH Multiplay a server is started and when it's deallocated it is not shut down right? It's just in an idle state as far as I understand? So allocation != server startup

sick sun
#

I think it stays active for a while from what I can tell, then eventually shuts down

delicate timber
#

Looking for one that offers a proxy to protect people’s security

Does fishnet or mirror offer that?

sick sun
#

That would be done outside of those packages, wouldn't it ?

sick sun
#

But once its hot, its like 2 seconds

shrewd magnet
#

Yeah it's similar to google cloud run services

delicate timber
#

Thank you both

shrewd magnet
#

Does one has to pay for Test Allocations in Multiplay?

spark horizon
# dry silo Thanks!

Hi again! I raised this with the leaderboards team and they looked into it and found that it is an unintended bug.

They have fixed it now in the newest version 🙂 - Thankyou for letting us know of the issue!

sick sun
#

Anyone successfully used Cloud Code modules?

#

Deployed my modules, I can see it listed there... but I'll be damned if my code can see it lol

#

Nvm got it. Note: Its important that the Namespace + possible the project name are named the same as the .ccm

#

Or, something like that anyway

slate sluice
#

Hi All, I can't seem to get the pre release package of Authentication - want to try the player name setting. In Unity I set it to show pre release packages but it doesn't show up. Is there a place to just download the pre release package?

shrewd magnet
#

How can I tell matchmaker to create a ticket for a specific environment?
When I call Matchmaker.CreateTicketAsync I receive the following error:

{"error":["No config found for upid 7c72ce69-6799-4aec-833c-36fcea62a3a9 and env 973ba90f-673d-40f7-896c-0b04def04505"]}

env 973ba90f-673d-40f7-896c-0b04def04505 is the id of my production environment which is not in use currently.

How can I point it to my development environment? I can't find any configuration for that

dusky marsh
upbeat horizon
#

I have UNITYTLS_X509VERIFY_FLAG_USER_ERROR1 when building on unity cloud builds do you have the same problems too ?

upbeat horizon
#

seems like it's on unity's side, it didn't KO'd my first build but my second passed ok

shrewd magnet
shrewd magnet
shrewd magnet
drowsy comet
#

Anybody know what happened to the Unity docs material explaining how to use Platform Specific Authentication for the Cloud Save services? All the links end in a Page Not Found error. They were just there last week.

shrewd magnet
#

Did anyone manage to get Matchmaking working? I am sure I setup everything correctly but no match is being created. I also receive a lot of
HttpException: (429) HTTP/1.1 429 Too Many Requests while having the timeout for polling for ticket status set to 8 seconds ;/

shrewd magnet
#

Ok it seems Matchmaker has some issues currently. The forums are reporting several ticket timeouts occurences

copper ferry
#

I'm apart of a university game development society called playmakers. I'm looking at running some unity workshops. If anyone is keen on covering some interesting topics please reach out for more info

slate sluice
#

Is there going to be more stats on leaderboard usage? At the moment I can't see anywhere how many api calls have been made. It's possible I am just looking in the wrong place, but maybe there are none until after beta.

indigo drift
#

where is the right channel to ask questions about unity version control?

serene bobcat
stoic halo
#

Hi everyone!
I am trying to convince my company to use Cloud Save + Cloud Code and they asked for success cases and I could not found out successful games that are using it. Does anyone knows who's using it? Thanks

#

Or do you have experienced issues with it?

severe peak
storm rune
#

Hi, im using unity multiplay hosting. It's package causes errors while building android/ios builds. But it works in unity editor and linux build. Its version is 1.0.0pre.7, this is latest version that i can found. Are there any LTS packages? Pls HELP!

zinc crest
#

Does anyone know how push notifications work with Unity? I have a client that has a messaging app made in Unity (don't ask) and they want to add push notifications. Does it require a service running in the background to check if there is a new message? I have no idea if that's even feasible.

deep oak
#

Theres is no "Turn lobby on" step, is this normal?

tepid lagoon
#

Is it possible for Unity Build Automation configurations to automatically select the version of Unity in use by the project? Currently we have to remember to update all of the configurations whenever we upgrade to a new version of the editor.

hybrid pecan
tepid lagoon
hybrid knoll
mental umbra
plucky igloo
#

How do i delete this Organization of Version Control for the love of god I can't find a delte button

muted plinth
#

hey there, i'm trying to upgrade from unity basic to unity advanced, but it's impossible to figure out from the dashboard

#

where do I go lol

#

I'm in manage seats

#

and I can't upgrade there

crystal brook
#

Is Cloud Code Client SDK able to cast output to a list?

I have endpoint that returns an object, it works like a charm
CloudCodeService.Instance.CallEndpointAsync<OutputData>

Response body is something like that:

  "active": false,
  "expireTime": 1680856407767
}```

I created an endpoint that returns list of OutputData, response body looks like that:
```[
  {
  "active": false,
  "expireTime": 1680856407767
  },
  {
  "active": true,
  "expireTime": 1680856807767
  }
]```

I tried to cast it like that:
```CloudCodeService.Instance.CallEndpointAsync<List<OutputData>>```
```CloudCodeService.Instance.CallEndpointAsync<OutputData[]>```

None of this works. I get error: InvalidCastException: Specified cast is not valid. Can anyone help?
hybrid pecan
tepid lagoon
#

Where exactly is the checkbox supposed to be located at?

drowsy comet
#

Is there really nobody that can answer the question of what happened to all the Unity Cloud Save documentation pages? All the links result in a "Not Found" page error.

raw cloak
#

Almost everyone here are users like you. You can post on the forums, Unity is more active there and you may get an actual response from them.

drowsy comet
raw cloak
#

Probably to offload to community members. But nobody will know the ins and outs as to what happened on Unity's end, but them.

hybrid knoll
hybrid knoll
drowsy comet
hybrid knoll
hybrid pecan
# tepid lagoon It's cloud hosted. It's also encrypted

The encryption is the issue. I checked my un-encrypted plastic project and it has a checkbox right below selecting the unity version for auto detection.

I checked my encrypted project and that option isn't there. On Monday I'll see if we just need to make a UI update to show that button. If you wanted to skip waiting until Monday you could try using the rest apis to update a target and set it to auto detect.

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Should just need to make the API call there with the body

{ "settings": { "autoDetectUnityVersion": true } }
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You could then try triggering a build and see if it works.

tepid lagoon
tepid lagoon
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I'm getting an error when I try to submit that API call, unfortunately. It's not urgent; I can wait until next week. Thanks for the assistance!

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Actually, nevermind I was able to get the API call working, but now the build fails when I try to run it in Unity Build Automation. It says that it cannot parse the version from ProjectVersion.txt, I'm guessing because it doesn't have the encryption key at that stage?

hybrid pecan
faint junco
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Hi there, what rights do I have to give someone to see the finance section in the Unity Admin Portal? 🤔

rancid marsh
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is anyone familiar with the plastic SCM version control?
I have deleted a repository but the space it covers still exists

tepid lagoon
toxic elm
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Quick question. So I'm practicing making terrains in unity and i started putting down grass when i noticed how low the draw distance is for foliage. I went into terrain settings and made the detail distance 250. This still seems to be crazy low. Any way of increasing it more or am i missing something? also please talk to me like im 2 please because im new to all this haha

wispy veldt
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hi, trying to register for the UnityDevOps stuff and its hanging on checkout, 2 different cards. I tried this a couple weeks back and didn't work then. My cards are fine and not blocked, anyone had this too?

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also probs not right place but there is no other channel i can see thats relevant

hybrid pecan
tepid lagoon
hybrid pecan
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No problem.

hybrid pecan
solar moss
warm timber
solemn flower
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Hello, I am trying to implement Unity Lobbies to create/join and start games which run on NetCode. I have a dedicated server running on the unity cloud and have implemented a reconnection feature where disconnected players can rejoin the game before 5 mins. If they fail to join in 5 mins, they lose the seat and a new player can join the seat. I have trouble with the lobby part though. On disconnect the lobby player count reduces by 1 and it agrees to take another player in.

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I would like to stop this new player from joining till the disconnected players completely gets booted after 5 mins

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Thats the gist of what I am trying to achieve

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So I would like to know, is it advisable for a Unity headless server to login to Unity Gaming Service, everytime it boots on the cloud and join different lobbies?

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What that would help me do is, I could monitor the player's joining and reject connections if the seat isn't vacant yet even if the player isn't connected to the lobby at that point of time

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I used to do the same on PlayFab headless servers. I would LoginWithCustomID as "Server" and all my server instances would be accessing a dummy player profile from the server but the billing was too harsh, because it kept repeating the login process everytime i booted up the server

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Sorry for the long post, and thank you for your time

boreal crown
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how do i get plasticscm to work collaberate doesn't the entire setup process doesnt make any sense

scarlet bluff
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Hi guys, i can't acces my free student plan bundle, can someone help me?

real pebble