#archived-unity-gaming-services
1 messages · Page 1 of 1 (latest)
Does anyone know where I can Find a tutorial about the Unity Gaming Services Economy
Hi, I get this warning when build, but I don't recall using Windows.Forms.dll
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.
Are banner ads coming to Unity Mediation?
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!
How do i get these ids ?
i think they are talking about my service, appmana.com, whose demo you can try instantly here - https://player.appmana.com/watch/bonneville - or furioos
in google developer console
it might not be an end user product yet
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.
Thanks
Is the server key is the API key ?
i think you can google "push notifications getting started android google play services"
i don't know if it's maybe talking about unity3d provided push notifications that they facade gps
Don't have time to check but maybe the API Key is the Google Cloud Console API Key...
Thanks, I appreciate the help. I'm just getting started with the webgl stuff so any tips or info is very helpful.
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.
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.
@hollow dune I've pointed you to the proper channel. This is not it
hey, do you need a credit card to use plastic scm?
Pretty sure it's free
but one of my organizations does not appear in the select box for plastic
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 😦
I have a question about relay and lobby, has anyone ever adapted the sample projects to a 2D top down design?
The perspective of the game doesn't change anything about lobby or relay
the automatic sign in button does not work. and the manual setup takes me down a rabbit hole.
my 2nd issue is, getting the credentials. The problem is, unity isn't android studio, and i cant type in commands inside the project
I'm trying to setup steam authentication through UGS but it's not showing up in the edit>project settings>services>authentication
any suggestions?
I was able to fix it by following the instructions and getting 2021.3, I was using 2021.2
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?
I believe this will be behind the scenes. this deal is particularly going to be for unity, and not the devs, though I am unsure about this myself. Gaming services, relays will be hosted on their servers.
However, maybe unity might allow free game servers for games to if your game does well enough that it should be hosted inside the cloud instead of host machine
im guesses anyway
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?
Anyone had this issue before? Can't find any information how to "activate" the org, nothing changed compared to friday when it all worked
You'll probably need to supply more info and screen shots for others to be able to help...
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.
part of the problem is I'm under NDA
but whatever I'm working on other things now
Do not hesitate to contact us at
support@plasticscm.comif you have any questions
Have you contacted them yet...?
have a wild guess
Tbh you never know 🤷
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.
Hello, i was wondering where i can see the services that are free and don't require you payment information?
If you have a look on the pricing section of the Unity Gaming Services website, you can see what we have for free and what needs to be paid for: https://unity.com/solutions/gaming-services/pricing
Is there the option to just make it stop when hitting the limit of the free version and not get charged after
I think i found the answers there was a faq
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?
im using unity ads version 3.7.5
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?
I installed the IAP package, but when I try to code the initialize script, it says "Unity.Services.Core" namespace could not be found
Seems like maybe you don't have to use Unity Gaming Services right now even though the docs say so.
If I'm using Google AdMob, do I need to use Unity Ads SDK and such?
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?
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?
@severe peak Please don't ping people or user groups into your questions.
alr, but how could i fix that error?
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 🙏 🙂
Hey guys! I'm new to unity and just started Ruby's Adventure Tutorial https://learn.unity.com/project/ruby-s-2d-rpg?uv=2020.3
It might be a silly question but im stuck at the part where we create tiles
Cuz there is no Tile creation option under create tab
This is how tutorial editor looks:
I checked the version and all but couldn't find a solution, any help is greatly appreciated 🙏
Are you using the exact recommended Unity version?
Make sure you've followed all the steps here exactly https://learn.unity.com/tutorial/main-character-and-first-script?uv=2020.3&projectId=5c6166dbedbc2a0021b1bc7c#61680d60edbc2a021f308fa5
Also use #💻┃unity-talk for general questions next time, please.
Yes, i followed all the steps exactly as it says and using the correct Unity version. Might try older version to fix the problem i'm kinda stuck
Just joined, apologies.Will do so next time 👍
The part about needed packages specifically important (step 5)
Yes, i installed the required package.Seriously cant see the problem..
Perhaps try restarting the editor and make sure there are no errors in the console
anyone know how to fix this ive done alot and i have no clue
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.
Does authentication work with Google Play? 
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.
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?
Is Netcode/multiplayer networking dependent on Unity Gaming Services? Ie can I host my own UGS server or some such? Thanks.
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
excellent, thanks! I need/plan to learn more about it obviously but wanted to verify that architectural bit first.
// 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
Does the unity gaming services economy need internet at all times on the user's end?
bro its a chromebook what do you think
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
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!
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
Hi
Can anyone help?
Unity IAP License key says you are not authorized to set the license key
I am a solo developer
One message removed from a suspended account.
@undone coral
Need help with a project using Unity and AltSpaceVR
don't crosspost
it says gaming services!!!!!
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?
same question, but i don't even want to put my payment info, i am a student and under no circumstances do i want to have to pay until i make something that can make money
I did some extra research and unless you release the game to the public it is almost impossible to go over the free limit.
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]
ew, altspace
Yes, It is making me very mad.....
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)?
Unrelated to your problem but do you have a link to the requirements changing?
Thanks
We can only see part of each error...
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
cool
Two request:
#1 Instead of a picture, can you do screenshots?
#2 Can you show all of each error?
dude that was like 2 weeks ago
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.
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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?
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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
is there any tutorial on game server hosting (multiplay) out there?
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.
Following this guide will help you start with multiplay hosting https://docs.unity.com/game-server-hosting/guides/get-started.html
@safe hamlet Do you have the matchmaker setup? https://doc.photonengine.com/docs/content/photon-fusion-br200-multiplay-integration-documentation-by-unity.pdf << there is a section in there with a guide for this
@south heron Those are the guides I have been following. Is there anyway to verify that the server is actually launching the game?
Or anyway to debug what the server outputs
I found the logs but they didn't really contain useful information.
"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
Thats what the error event
Exited in under 30s possible config error (exit: 2, signal: terminated) gives me
You can download the whole file I think no?
Last time I got an issue like this it was the launch parameters in the multiplay build configuration that where wrong
Hey gang, all but our lead in our team can see the cloud build, but he gets this nonsense, any idea why?
Fails for 2 people, works for 8
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 🙂
Mm... I don't really got idea on that bruv
then why respond haha
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...
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
Thanks, now it works. 🙂
However i still have a problem
I expect LobbyService.Instance.QuickJoinLobbyAsync() to throw an exception when no lobby is found.
This is my code:
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
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?
Hey guys, is the unity matchmaking (multiplayer) service also compatable for Android games?
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?
that is your server
nobody have android server
and client platform has no relation with the server OS
Ah right, so how do you create a server for your game to run on?
what is this multiplayer exactly?
i mean what library did you use
any multiplayer game require a server, at least host
Well I only want to make use of the matchmaking service, the game multiplayer itself is done using a real time database
to use matchmaking service, you must use unity multiplay hosting
if your game is using realtime database, then it wont work
unity multiplay only accepts game server instance/container
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
have u setup multiplay in the dashboard?
Well not properly yet, sicne I first need to upload a build
But not sure what files it want me to uplaod and if I need a new linux project to create a build for it?
I told you
your game wont work if you are using realtime database based game
this only work if your game works like Dedicated Server as Instance
where you can deploy to Windows/Linux Server
So how would you use this for mobile applications then?
its not about your mobile application
its about your networking infrastructure
you are using realtime database which is? what service?
you need to host your own 'realtime database' and deploy to gaming-services
if you dont have any the dedicated server which manage the database, u cant
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.
So I don't mind hosting a dedicated server just for the matchmaking part
ok thats impossible
firebase host their own for you
you cant get firebase realtime database dedicated server
unless you dont use firebase database, create your own database
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
you will have different build: server & client
for server u can set to linux or windows
client is the platform the players will play on
Oke so i will switch platforms to windows, make a build and then upload that
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
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
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
btw whats wrong with s3?
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?
@open temple It's could be the unity project id in the settings that is wrong: https://docs.unity3d.com/Manual/SettingUpProjectServices.html
Or it could be that you don't have the matchmaker queues and pools setup correctly, example how it's setup for the sample https://docs.unity.com/matchmaker/matchmaker-and-multiplay-sample.html#Unity_Matchmaker
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)?
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
I know that I have to use this :
And that I have to fill this :
The thing I dont understand is how to link the Oauth2 token I got with all of that
(And if it's even possible)
develop + integrate at the same time
multiplayer is not just, put & go
do you suggest me to use Unity gaming services or photon/mirror+playfab?
This should be series of really light mini games with 4 players, including lobby and invitation system
yes, I am .NET developer regularly and beginner in Unity
making multiplayer is a very tough
I thought that is by default included
I know 😄
matchmaking really depends on the networking library
if photon, they manage matchmaking for you
others, manage your own by connecting using IP & PORT
- u have to create additional backend server to track deployed server
if you like to use Playfab, it has matchmaking
good addition for any library except photon
great info, thanks Steak! May I add you to ask you few more questions later since I have to go now?
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.
i have verified i am on a seat, and all of that. but the project still wont show up for me to download.
how can i force unity to discover the project?
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
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?
The error I'm getting is Failed to connect to server, with no more info
This is what I can see in the server events tab
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
I've sent it 🙂
Webinar for Game Server Hosting (Multiplay) and Matchmaker is tomorrow –– last chance to sign up and learn about these multiplayer services from UGS! https://create.unity.com/introducing-multiplay-and-matchmaker-webinar
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
October the 12th is today
You got a link to it then? I can only find this one
I can only assume that if you sign up at the link above, you will be sent a link to the webinar
In the email it also mentions that its on 1 Nov
Pretty sure Unite is a different and bigger event
Hmm, I might just be to late with signing up then :(
hey all. does someone know, how to create a unity network lobby with a password? I tried it with this: NetworkManager.Singleton.ConnectionApprovalCallback += ApprovalCheck;
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;
}
}
Nobody?
Not a lot of people actually answer questions here xd
I see XD
You will be best of emailing the Unity support team, thats what I did, they actually do respond and pretty fast as well :)
Alternatively the forums are better than the discord for questions like this
It's early morning for the large portion of Unity users. You're going to have to wait more than 30 minutes.
@raw cloak well i waited a day. you can see that next to my name, if you're new to discord 😉
I was referring to your forum comment
Not gonna lie, your question should have been in #archived-networking and I don't even understand what the issue is?
I can't setup the code so that i can use a password for unity network
for the connection approval
How does it work?
when did you watched it? before the new version?
because so many things are different now
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
the callback function is now different
one moment i search for the code from the video
https://www.youtube.com/watch?v=Pe2LVZGTK20&list=PLS6sInD7ThM2_N9a1kN2oM4zZ-U-NtT2E&index=2
here at min 5:55. This method doesnt work any more
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
-------------------------------------------------------------...
https://docs-multiplayer.unity3d.com/netcode/current/basics/connection-approval now it looks like this
With every new connection, Netcode for GameObjects (Netcode) performs a handshake in addition to handshakes done by the transport. This ensures the NetworkConfig on the Client matches the Server's NetworkConfig. You can enable ConnectionApproval in the NetworkManager or via code by setting NetworkManager.NetworkConfig.ConnectionApproval to true.
Yes and you have updated yours, still failing to see your issue?
what updated?
You have updated your code for the new version of Netcode for GameObjects
I can see you have changed it
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
Here
When the ApprovalCheck method is called, the incoming password is checked against the input field
i did this
Yes that's your code
but where do i have to set the password?
In the input field
i only see that it does check if its the right one
but how does the host set the password
In. The. Input. Field.
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
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?
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
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
Ho can there be a payload.password when i starthost the server? do i have to send a payload with the host?
hi all, i have an error with the mediation who can help me ?
You would have better luck asking the question, rather than asking who can help with your random issue
you're right, I'm trying to configure my mediation correctly but I can't do it, and I have a bug when I want to change the "eCPM Target" of my waterfalls, it's impossible for me to choose the source
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! 🙂
Is matchmaking down? Getting InternalServerError
@open temple Don't ping admins with non-server related issues.
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..
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
I sent a link in #archived-networking when I realised it’s not linked here
oh
#📖┃code-of-conduct "Collaborating and job posting"
any one know how to setup firebase with user_property? I want to know user hit how many levels before they uninstall game
FirebaseAnalytics.SetUserProperty
but how to see all that data in firebase 😦
Firebase only shows aggregates
If you want to do more analysis you have to set up the bigquery link
can u guide me
Linking Firebase to BigQuery lets you do the following: Analyze your raw data with your own queries using BigQuery SQL. Export the data to use with your own tools.
When you link Firebase to Bi
I've delegated the setup to someone else so I don't know the details myself
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?
back to microsoft
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.
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
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)?
Most things are a pain to do, everything in their cloud script is a pain
Metaplay looks cool but haven't used it
have u tried lootlocker?
Our savegames are too big and thus we had to split it into separate entries in the playerdata
its very simple for those things
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
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!
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)
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/
Mvp unity employee, actually joined to answer the question
Thank you so much for the information. Choosing a backend solution is a big commitment and seeing the slow-paced development in some of the UGS areas is making us reconsider, but it's good to have some assurances that development is ongoing and new features will be coming. Thanks again! 😊
hi few things you mentioned are still not released on the roadmap ^^
but i have a question about
- Multiplayer self-serve hosting.
does this include Relay ? would this require (significantly different) user/custom relay transport ?
unity is going to be a cloud service provider now
keep getting
Self-connect not allowed
from the relay service im using it with netcode for gameobjects
and i looked at https://docs.unity.com/relay/relay-message-protocol.html but i didnt under stand what the error means can anyone tell me?
Thanks for pointing that out, Ill speak to the teams to see if we can update the Roadmaps. Trying to get you a better answer for your question. In the meantime we have these docs that may give you the answer you seek. https://docs.unity.com/game-server-hosting/welcome.html
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.
thanks
i wonder if there will be comparison between UGS (multiplayer/hosting) compared to other Cloud service provider
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!)
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
In the server log it does mention this: stack smashing detected
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.
@sullen rain Sorry to ping you, but this is a kind of pressing matter for us.
So you pinged the community engagement manager?
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
Because this is for me, a Unity Relay Problem, not a Netcode issue?
Almost like they have channels for it because it kinda falls under that area
Why would Netcode and Relay not go hand in hand?
Why have #archived-networking then?
but*
I'm just suggesting that the people there may be better equipped to help you
my thanks were meant honest. all good
just a bit panicky with a commercial release going on.
so sorry for any break of ettiquette.
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.
Has anyone got the lobby sample working with 2021.3? Should I just drop down to 2020 for this project?
no
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
It's really not intended to host game binaries but I suppose you could?
I know it's not supposed to given that most platforms have dominant distribution services ( Steam/Apple/ Google), but is it possible. It doesn't make business sense to host binaries in two places if CCD allows to transfer the game binary.
They have non unity download api so you put whatever you want in there
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
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
Where can I find all the unity professionals in Los Angeles area ????
Oh! Exciting upcoming features. Implementing many of the services right now 🙂
when will unity game server hosting Windows support come out?
doubt anyone here has that answer
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?
Hi. I have a license problem. I can not open the editor. Please someone help me. I did everything but no result.
Hi there, no dates are mentioned but check out the Multiplayer roadmap https://unity.com/roadmap/unity-gaming-services/multiplayer
Thanks for the feedback and we understand your concerns. We are exploring different solutions and your feedback has been shared to the product managers.
Hi there, please contact our customer service team with the following forum. Someone will be able to help you with that issue. https://support.unity.com/hc/en-us/requests/new?ticket_form_id=65905
don't crosspost
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)
what can I do to prevent it from crashing this much?
I don't think that distribution of Linux is supported
If you want stability, you need to use an officially supported distribution of Linux
ok, gonna search for it
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.
Could be memory
this is my only message i can get from the log: Caught fatal signal - signo:11 code:0 errno:0 addr:(nil)
Go monitor other metrics like CPU usage and memory usage
ty, is that under fleet>analystics?
No idea
thank you so much
works like a charm
i have tried using unitymultiplay/linux-base-image:1.0.0 as my docker image for local test, everything works fine locally, cpu stay ~25% mem usage is ~300/512MiB, log is normal, no sign of signo11 after 3 minute mark. But when i deploy to ugs server, signo:11 always happen after ~2 min... my build config of the fleet are 512MHz and 512MB any idea what went wrong?
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?
so, when i was doing my project on unity i ended up with this
idk why the pause button is frame by frame
but, someone could help me?
This isn't related to #archived-unity-gaming-services, go to #💻┃code-beginner instead
Ooo I always wondered what this was (I kept forgetting to search it up)
Setting up the latest Mediation
.
Setting up Test Device for iPhone 12
.
Where would I find my Advertising_Id?
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.
oh hey, i am facing similar issue, maybe we can work it out together. but in my case i have error, its segmentation fault.
have you try building a development build to see if there is any trace?
hello has anyone tried unity gaming service ?
who did facebook login ? i have a problem 😦
is there any github repo i can check?
hey, in our case there's no obvious problem with our app, rather it seems that we're not doing something right regards talking to SQP. I have a post on the forums with a response from one of the devs: https://forum.unity.com/threads/unexpected-server-de-allocation.1359898/ . Hope you can get your seg fault figured out.
oh wow, it working now. i cant believe the sqp is causing the segmentation fault. i think they should have default value as none sqp, so ppl who want to test the new service can have their prototype running. big thanks!
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?
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
<@&502880774467354641> how do i do this? i need login
Do not ping admins. See #📖┃code-of-conduct
Actually post a question so the community can help, otherwise this is the wrong place to be posting
Alright I feel like I m losing my mind I
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.
i think you manually connect it, you have ip in the server sections and the port is in the server log with "Multi-casting "[IP] [Port] ". And in editor's Profile section > play mode > direct connect the ip. I dunno if the hosting server whitelist the port range though.
Hey, we are making a rummy game with 4 players and we are facing some issues can anyone help with this ?
Thanks
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?
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?
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.
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
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.
can somone give me a hand making a uml class diagram
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?
Anybody use STOMT ?
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
Hi, did you manage to get this to work yet?
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 ? 😅
Hey Andy, thanks for the response! I managed to figure things out myself for the most part. The first couple hours I was scratching my head but then it clicked
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.
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/
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.
nevermind, guess it just takes an hour until you get access
<@&502884371011731486>
@whole knot There's no advertising here. You can use the forums for job postings. #📖┃code-of-conduct
oh thanks..cos i saw the title say unity gaming services
Ah sorry..
where can i post to ask for help for the project? forum as in? not in discord channel?
As in the Unity forums, #📖┃code-of-conduct has the link.
oh found it thanks
Does any one know how to PAUSE unity multiplay server , it keep running.
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.
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…
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;
}
yes, I just removed some UGS packages like Relay and Lobby. Then it worked..
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.
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.
take a look at this: https://docs.unity3d.com/ScriptReference/Transform-eulerAngles.html
try something like:
var current = transform.eulerAngles;
current.Set(0, current.y, current.z);
transform.eulerAngles = current;
THX
If you have a question about Unity Gaming Services then yes, if not, try another channel #🔎┃find-a-channel
i want to create a weapon that when i shoot i bounce backwards
Right so the answer was no, try #💻┃code-beginner
I'm still making a game
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 ?
Hello so I need big help with this. I tried looking for answers online and it’s not giving me anything on this
it tells you exactly whats wrong in error, what part are u confused about, and what did you "look online" for exactly ?
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?
Like how do I get access to my assets again?
Nvm I fixed it
Where are you storing this info? It’s possible but depends on what and how are you storing it
Also you wouldn't want to recalculate that on each client
You should store a total play count separately
It doesn't matter
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?
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
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?
Is there any tutorial (not documentation) about matchmaker backfilling?
Idk about actual tutorial but the docs seem pretty much like a tutorial on how to create a backfill ticket and approve it
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.
Hello,Do you know if I can hire a developer on this server?
No. Use the forums for that, #📖┃code-of-conduct
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;
}
}
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?
There's so much stuff that can screw over that handshake lol
i've checked isserver and islistening on the host. i've checked that start client is returning true. if there's an issue, the debug log isn't showing it
what do
client and server are the same unity version?
yes
i'm using netcode for gameobjects
Tough, I'm assuming configuration is correct. So it kinda limits to connectivity issue or maybe some firewall shenanigans with the associated ports.
then why would it connect randomly?
True, it wouldn't with firewall.
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
Yea, UDP is typically the most common transport layer for gaming. Figured network protocol fell under configuration! lol
still, i wonder how i can make dtls reliable for me because ultimately i have to use it
The player that creates a lobby gets joined to it automatically?
wrong section. #💻┃unity-talk
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?
The lobby service only manages maintaining a list of lobbies/rooms and the server side logic of joining and leaving them. It doesn't cover sending messages between clients, that's what Relay is for.
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.
ok so i do need to use relay, thanks guys
Can anyone tell me why I get that "InitializationListener is null, you will not receive any callbacks" error and how I can fix it?
You need to implement the IUnityAdsInitializationListener interface on your BannerAdsiOS class
How can I do that?
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
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.
Thanks a lot!
I think you have missed something in your configuration, the reason you get an empty arrays is since claimTierKey value isn't found in the remoteConfigData, do you know what key you are using?
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!
I wouldn't call Plastic SCM a part of UGS
Well it's right there in the dashboard, under the UGS banner, but I'm not interested in semantics.
Could you edit the code for me? Really not a coder and Visual Studio doesnt prompt me. Not sure how exactly to implement those new methods in my class...
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);
}
}`
Thank you so much 🙏
Console says "Cannot implement an interface member because it is not public."
add public before void on both OnInit.. methods
That worked but now it says "The name "Advertisment" does not exist in the current context.". Have I done something wrong? I copied and pasted the script as you have sent it to me.
I might have spelled Advertisment wrong in the code I just typed it free-hand
Ah yeah. Works now, thanks a lot!
np.
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?
is it the same size if you test with other device sizes?
if so it could be with how testmode works.
Nah only the screen size changes but the ad keeps being the same size.
do a run with testmode disabled just to see
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)
do your humanod move on the client?
Still same
@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
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.
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
@severe peak This isn't related to this channel. #🔀┃art-asset-workflow
You need to do it in a modeling program.
sry
Is there any other mention of the Leaderboards SDK for Cloud Code aside from this oddly hidden page? https://cloud-code-sdk-documentation.cloud.unity3d.com/leaderboards/v1.0
The public Unity Services SDK documentation for Cloud Code
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
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?
anyone know of any good video tutorial for google auth using ugs ?
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.
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.
[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 😄
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 ?
not UGS question, this goes in #💻┃unity-talk
i asked there but no one answered so i guessed that i had to ask here
no, how about be patient it hasnt even been 20 mins .
#📖┃code-of-conduct crossposting isn't allowed
your question has 0 to do with UGS
😴
Good afternoon.
Hey @prisma trench, do you have the data for the various tiers in Remote Config already? my guess would be that no data is ever being inserted into returnRewards. You can also put errors in the cloud code function to catch on the client and see what's going on
I figured out, thank you for rely
Leaderboards is currently in beta, if you're interested in trying it out, DM me and we'll get you access!
Yep, UGS is fully a la carte, so you can mix and match with other services
Cool! Just sent you a friend request
<@&502884371011731486> 👆
That mf put that in so many channels
Are there any good examples out there for using Authentication via OpenID?
It's very confusing
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
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?
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?
I appreciate the help. I did not realize some of the preview packages needed the version set explicitly to get the latest version
It's working great now 🙌
great to hear!
Hey!
Which identity provider are you currently using?
- Make sure you have set up an Open ID Connect provider in the Dashboard: https://docs.unity.com/authentication/SettingupCustomOpenIDConnectIDProvider.html
- and here are some samples for implementation:
https://docs.unity.com/authentication/PlatformSignInOpenIDConnect.html
Yes, you should be able to do that. For the other question, you'll still need to use UGS' authentication as that's the ID needed under the hood for the services to know who each player is, who's data is from, etc. If you want to chat more, feel free to ping me.
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.
😫 it's been 2 weeks of trying idk y i even bother anymore
ong there should be a discord server dedicated to google play service and ads debugging
Thank you @zealous escarp
Does anyone know how to add bloom to a singular game object? It's for a 2D game
Wrong channel
Which channel should I go to?
Which channel should I go to?
I'm sure you can figure that out yourself by looking at the various channels and their descriptions at the top of the screen
But Unity Gaming Services channel is for Unity Gaming Services, i.e Analytics, Cloud build etc
@valid knoll look under Graphics
The #archived-lighting channel seems like a good candidate
What can I say I'm a lazy guy🤣
then why you're developing games? 😅
Thanks for the help👍I've actually just solved my problem!!
open a six-pack and sit on the couch, much easier 🍻
Well call it selective laziness I guess, most thing I'm very very lazy but making games and my education as well as the gym well I'm a machine when it comes to working on these things. You know what I mean?
True fact to be fair
Can any one help with an issue im having
Nobody can help if you don't ask a question
when ever i start a project and setup the fps movment i always moove backwards
#💻┃code-beginner post code
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
ur in the wrong channel bruh
where do i go
I linked you in the reply
Can I get help here regarding my unity account? Please guide me .
Don't ask to ask, or something like that.
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
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"?
@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.
@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
@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.
Will keep it in mind
They need to send TFA to our email also just incase it doesn't reaches our mobile message app.
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.
@desert cosmos TFA is fixed now. After enabling TFA make sure to copy the recovery codes.
Hey there. Any warnings gettting Steam authentication going?
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
GM all, has anyone here used Loot Locker for online leaderboards? are there more services that provide something similar?
what's wrong with lootlocker
pretty much any cloud database service does this same service, LL is just tailored for games. Database does all the work
nothing, i just wanted to know if any other services was out there
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
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.
Building a multiplayer game and wondering about UGS hosting? Join us for a webinar on Feb 9th! https://create.unity.com/multiplayer-mastering-your-multiplayer-game-launch
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.
Thanks
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
How long will unity advertisements legacy work. since i am getting alot of problems with ads with mediation
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
C# specific tutorial not related to unity, and read unity's code documentation would be a good place to start.
Ask in a different channel though.
#497872469911404564 maybe?
hm
yeah alr mb ill ask there, thanks
forget Unity. go and learn C# first - lots of great resources for that. once you’re comfortable with the language, come back to unity
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
For Unity Analytics they provide
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.
Using Unity Matchmaker, how can i check to which team player was assigned?
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?
@unkempt rampart #🥽┃virtual-reality
Is Heatmap removed from Unity analytics?
https://bitbucket.org/Unity-Technologies/heatmaps/wiki/v2.md#markdown-header-runtime-heatmaps
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
Damn, buggy Unity being buggy! Trying to build addressables to CCD and getting errors, it wont upload!
Unity Game Server Hosting - first server instantly closes my app. When i start app on different server everything works fine.
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.
Not sure if the review is cancelled but it doesn't really matter
You can just release your new one instead
I was just a bit excited and was worried if it would delay the release.
The sooner you submit the sooner it'll go through
Just wanna see my app up on the play store haha
Probably won't matter too much
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.
@runic mirage Don't tag admins with non-server related issues.
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
For official support contact through forums of create a support ticket.
Did that, heard nothing
@safe ruin If you're asking for people to work on a game with you, use need to use the forums for that. !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
Otherwise, general VR questions belong in #🥽┃virtual-reality
Alright
Anyone have any experience with Unity Cloud Build Mac Notarization?
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?
I need to get "Dedicated Server support for windows" but dont know where to get it
In unity hub you mean ?
👋 Is anyone having any troubles with Vivox? We're getting a 11175 error in our app.
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
Those are statements, not questions.
oh sorry
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
Yes but you need Apple App Credentials and a cert to deploy it to the store. Not 100% sure how to generate the cert without a mac but I'm sure Google has the answer.
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
Unity Ads is really easy to start and easiest to find analytics while meditation and level play while both easy I found it a bit more challenging but more rewarding
Sorry if I took this from my phone but can anyone tell me why the Ad Unit won't load????
okioki , thanks a lot
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?
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.
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.
Epic Games relay is pretty good and free
What are they missing that you are looking for?
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...
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?
What is that page called?
Remote config in LiveOps tab
bumping in case anyone sees it now
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
can i not use a dictionary?
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
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
fixed now so dw
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?
thanks
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
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 ()
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?
Dont be sorry to take it with your phone, just dont take a photo of your scrren, just screenshot
Does anyone know if you cant create bi directional off mesh links when auto generating them
What is the difference between Multiplay and Clanforge?
Is it possible to use Push Notifications without Analytics?
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?
Hi, Currently beta notifications does not allow push without Analytics. However this is a feature request that we will look into.
Sorry for digging it out, but I'm stuck with same error. Did you manage to solve it?
I found a work around, it is a known bug. I'm not sure if it has been fixed now
Thanks, It turns out to be fixed in Economy 3.1.1!
Nice! Thanks for notifying about it, my workaround was to use the item in itself and put the custom data there.
I am trying to make a 3rd person game and i used cinemachine but it doesn't move
@coral osprey #🎥┃cinemachine
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.
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?
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.
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)
i do not understand the pricing https://unity.com/solutions/gaming-services/pricing
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
No recruiting here see #📖┃code-of-conduct
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?
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
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?
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.
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
?
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)
For player profiles, I figured out how to use CloudCode to get data from another player's CloudSave.
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
<@&502880774467354641> does anyone know the answer to this ?
You should probably contact support instead, don't ping admins here
I created a forum post is that ok or do you mean something else ?
@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.
got it, why do I have the permission then ? If there is a problem with the discord server ?
If there is a server related issue that needs dealing with, it's how you get someone's attention (same with mods).
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)
that is amazing!! nice idea! I've been thinking about a way to do this
is this the right channel to ask if i have problems?
No, pick the channel related to your topic #🔎┃find-a-channel
ok
Hey, can I use Unity Game Services to make a 3d multiplayer game? And is it the most used option by other Devs?
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
Well, is it the "best" then? Or what Features does it have that I might want to use? .-.
https://unity.com/solutions/gaming-services The website goes into more detail about which services they provide
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).
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?
https://unity.com/solutions/gaming-services/pricing
Pricing is here
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?
CloudSave only can store data for each player. I need a flexible online database to store rather than data of players, e.g. statics and data of each round in game
think if you want relational databases or not, any should do.
MongoDb is nice
I'll check it out. Generally I look for something like Firebase services. Thanks for your help
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!!!
I have only UGS for relay/lobby . I don't know about their other services sry
I asked this question in #💻┃code-beginner but someone said to ask it here so I’m just gonna link the thread https://discord.com/channels/489222168727519232/1084964355147309148
Does this address your use case? https://docs.unity.com/cloud-code/en/manual/integration-with-other#Cross-player_data
I've already checked that. It's better than nothing 👏
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?!
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
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
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?
Hey @crystal brook , Well Spotted :🕵️
We can't wait to share more news on this, if you come back on Monday there will be more information.
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
Hey @crystal brook ,
I'm delighted to let you know that we can now share a bit more information on the Leaderboards BETA.
- You can access Leaderboards in your Unity Dashboard at https://dashboard.unity3d.com/gaming/leaderboards
- You'll find documentation at https://docs.unity.com/leaderboards/en/manual/leaderboard-features
- We have opened up a forum section and posted a Welcome Message at https://forum.unity.com/forums/leaderboards.886/
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
Hey @versed bronze we don't have anything in place yet, you will need to keep an eye on your Finance > Cost and Usage reporting for now. Having said that, we are working on some new functionality to give you a bit more control, but I can't say too much yet.
Hm ok that's cool.
Now that I think of it tho, is there a way to see how many concurrent users are rn through code? That's my largest problem, the others I think are not a poblem
Hm ok that s cool
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.
Hello, how do I set a player name in Unity Gaming Services? I use the SignInAnonymouslyAsync to login/create the account
Hi All I saw on the unity site that we
Hello how do I set a player name in
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?
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
Call up the Iranian government and ask them?
Sanctions
yea ik i was just so angry sorry...
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?
Thinking of switching over from PlayFab to UGS - just cannot get PlayFab going. Has anyone made the switch before?
Ill check if that's meant to be on purpose or not
Thanks!
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?
Does anyone know if the new leaderboard service works with WebGL builds?
I'm using it with Anonymous Sign In and it works just fine. Don't know about other types of sign in.
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!
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
Is there anyway to get the number of players searching for a match in the pool?
or at least the average queue time?
here is a link to our pricing page. https://unity.com/products/unity-devops#pricing plastic is now available as part of the DevOps product. If you only use plastic (now called Unity Version Control) then you would pay for seats + monthly storage, but you will also have access to Build Automation which is where the minutes and concurrency prices come into play.
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
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
Is there a place to ask questions about Unity Multiplay?
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?
What you mean by "what package offers it" ?
photon, mirror, ngo, or fishnet
I go with fishnet currently - can't tell what the others do
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
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
I think it stays active for a while from what I can tell, then eventually shuts down
Looking for one that offers a proxy to protect people’s security
Does fishnet or mirror offer that?
That would be done outside of those packages, wouldn't it ?
Hoping there is a way to keep some servers hot, because the cold starts are pretty brutal lol 1min+
But once its hot, its like 2 seconds
Yeah it's similar to google cloud run services
Thank you both
Does one has to pay for Test Allocations in Multiplay?
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!
Awesome! Thanks a lot! 🙂
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
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?
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
I dont know much about Matchmaker but to set enviroments I use this on my UnityServices Init:
var options = new InitializationOptions();
options.SetEnvironmentName("dev");
await UnityServices.InitializeAsync(options);
I have UNITYTLS_X509VERIFY_FLAG_USER_ERROR1 when building on unity cloud builds do you have the same problems too ?
seems like it's on unity's side, it didn't KO'd my first build but my second passed ok
Oh great hint - I will try that thanks!
Well don't know if it is related but 6h ago I wasn't able to upload files manually to my build
Thanks it worked! Where did you find that in the documentation?
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.
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 ;/
Ok it seems Matchmaker has some issues currently. The forums are reporting several ticket timeouts occurences
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
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.
where is the right channel to ask questions about unity version control?
I am too wondering about this
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?
Since it’s not covered by a specific channel you can do it in #💻┃unity-talk prob
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!
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.
Theres is no "Turn lobby on" step, is this normal?
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.
Depending on the source control provider, yes. When configuring the target there should be an option for Auto Detect Unity version. If you check that it looks at the project settings and determines the version
I'm using Unity Version Control, but I don't see an "Auto Detect Unity version" settings
Hi, you can access remote config from anywhere using the rest API: https://services.docs.unity.com/remote-config-client/v1 if your headless server is running a Unity build then you're able to just use the package from the editor (go to package manager and search for remote config.) I hope this helps!
Hi @slate sluice, thanks for asking about Leaderboards stats!
We are working on exposing data for Leaderboards usage between Beta and General Availability.
We don't have a date for that, but we will be working on it in the coming weeks.
Sounds great thank you!
How do i delete this Organization of Version Control for the love of god I can't find a delte button
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
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?
On prem or cloud? For cloud hosted it should work...
It's cloud hosted. It's also encrypted
Where exactly is the checkbox supposed to be located at?
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.
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.
The irony is that Unity encourages people to ask on Discord these days, instead of the forums. 😅
Probably to offload to community members. But nobody will know the ins and outs as to what happened on Unity's end, but them.
The forums are easier for us to keep an eye on than discord but we're definitely able to help here as well!
Which links are these, the cloud save documentation can be found here: https://docs.unity.com/cloud-save
Go to the "Implementation" section, scroll down, and attempt to click on "Platform-specific authentication". ...that's just one example.
Thank you for flagging this, so it seems like the formats of the documentation the cloud save documentation links to has changed. That's not good and we should fix this!
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.
Should just need to make the API call there with the body
{ "settings": { "autoDetectUnityVersion": true } }
You could then try triggering a build and see if it works.
Oh wow, thank you!
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!
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?
I'm not 100% sure. I'll have to take a look at it next week and see if I can find the problem and if I can reproduce the issue
Hi there, what rights do I have to give someone to see the finance section in the Unity Admin Portal? 🤔
is anyone familiar with the plastic SCM version control?
I have deleted a repository but the space it covers still exists
Recently deleted repositories will stick around for a little while, but eventually get deleted fully. You might be able to delete it immediately from the admin panel… Somewhere. I haven’t had to do this myself for a while.
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
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?
also probs not right place but there is no other channel i can see thats relevant
I was able to check and this functionality should work. I'd recommend opening up a support ticket through the dashboard so that someone can dig into the logs for your project to figure out why it isn't working.
Alright, thank you for looking into it!
No problem.
That's not ideal... I'm asking around to see who can help. Sent you a DM on how to open up a commerce support ticket.
You can use Cloud Code from within a server on a user's behalf. All you would need to do this is create a service account and then use the token exchange API to call on those services like Cloud Save and Economy https://services.docs.unity.com/docs/service-account-auth/#extra-step-use-the-token-exchange-api
I know that there is a firebase sdk you can use for Unity. Check this out https://firebase.google.com/docs/cloud-messaging/unity/
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.
I would like to stop this new player from joining till the disconnected players completely gets booted after 5 mins
Thats the gist of what I am trying to achieve
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?
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
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
Sorry for the long post, and thank you for your time
how do i get plasticscm to work collaberate doesn't the entire setup process doesnt make any sense
Hi guys, i can't acces my free student plan bundle, can someone help me?
Maybe it is related to the service down they have right now (same for licenses and asset store)
