#archived-unity-gaming-services
1 messages · Page 2 of 1
Probably, yes. I am having the same issue (can't access anything asset store and our licenses)
When the service will get up? @real pebble
I'm not sure, I got an answer from Unity Support just now saying they are working on it
Ok, thanks for help
Systems are now back for me, maybe for everyone 🙂
Btw, the seats that an account have, are 2 at least per license or only 1?
It is one seat per license. Right now, we are using Plus here, we have 4. Everyone must be in the same account tier
Soo if i have a personal or student one?
Sorry, I edit my answer LOL
I'm not sure about Student Licenses
Cause a friend who is using his team license i think
he said you should have 2 free seats to work with the others
doesn't matter got 3 seats for my team, thx
Guys I have a problem in Netcode. I have used the exact code of Unity refrences.
When I set ConnectionApprovalCallback to a custom one, with no any Player Prefab, I got the error "Get Component" for this line:
"uint hash = response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;".
Take into account that I have no player prefab assigned in NetworkManager.
When I set response.CreatePlayerObject to false, I get the error: "[Netcode] Incomplete connection request message given config - possible NetworkConfig mismatch."
I've found some solution about checking "Enable Scene Management" & "Use Prefab Sync", but I can't understand them and I don't even find the PrefabSync box/property.
I am using ParrelSync.
Any solution?! Thanks in advance
https://docs-multiplayer.unity3d.com/netcode/current/basics/connection-approval#server-side-connection-approval-example
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.
The Configurations section of Unity Build Automation is not loading, and it hasn't been for at least a couple hours 😦
How to bring the downloaded assets from the Unity asset manager website to my game project. My OS is Ubuntu and every time I click open in unity I get this.
also in package manager I keep getting error refreshing assets
anybody has experience with friends beta service? I mean https://docs.unity.com/friends/en/manual/welcome
I do not understand how you are supposed to setup custom data for friendlist such as player nickname and receive it as part of data when refreshing friendlist
at least built in class that represents friend for now has Profile property which contains name
namespace Unity.Services.Friends.Models
{
/// <summary>
/// The representation of a user in a relationship
/// </summary>
public class Member
{
/// <summary>
/// The id of the member
/// </summary>
public string Id { get; internal set; }
/// <summary>
/// The member role
/// </summary>
public MemberRole Role { get; internal set; }
/// <summary>
/// The Presence data of the member
/// </summary>
public Presence Presence { get; internal set; }
/// <summary>
/// The profile data of the member
/// </summary>
public Profile Profile { get; internal set; }
}
}
A fix should be going out any time now for that. We jumped the gun a little bit on releasing some UI changes before the API work was released.
Edit: This is resolved now
Thank you! 🙂 Yesterday several unrelated (only one was a Unity issue) services we use all developed critical bugs at the same time... It was a pretty bad day. I'm relieved one of these issues was resolved so quickly!
Dunno where or who to ask...but where did the submenus go Unity in the dashboard?
Only the Voice/Chat have submenus...I can't see my Relay data?
Hey! I would like to create an Audience using the sum of a parameter inside a Custom Event for a single game session. When I create the Audience I can't find a way to group and sum up only the events send in a session, like we can in ta Explorer.
lol, same for me, seems bugged?
Hello everyone,
our multiplayer application will comply with safety standards especially regarding data protection.
We're currently about to implement voice chat and heard a lot of positive things about Vivox.
The major concerns we have are:
- Will direct user voice data be sent to servers hosted in different locations?
if so: - Do we have control over the server location used to connect our users?
- Is this ISO 27001 certified ?
Without going too much into detail or getting too political, there are some locations we'd try to avoid to not violate the safety standards we promise to have. Thanks!
Hi, all! I want to start using Game Overrides (along with the Overview dashboard in the LiveOps section) to handle LiveOps events in our game. However, for specific events, I need to be able to show the player that the event ends in Xd Yh Zm. Is there any way that I can get the start and end times for each Override in the client? Thanks!
Hi, Remote Config doesn't share that players are part of a Game Override campaign through the Client API, this means that that type of metadata is not accessible either. The best way to do this today is to add these timestamps explicitly to the configuration you're overriding, this should give you the ability to use that on the game client.
Hi! Trying to init game services but get an error on Android
Has anyone come across it?
seems it conflict with remote config. it's ok when I deleted RC.
@restive mango Please read channel descriptions. Research the error before asking questions #854851968446365696
@umbral wraith Please pay attention to the original information your were provided.
The Unity Friends sample project was recently updated to show how to use the Unity Player Names functionality.
probably won't save me at this point as I also need user avatars (set of predefined ones), for now I grab player name from asp.net core server
Yeah, unfortunately if you're using your own player names from another source then you'll have to do your own mapping for any ids that come back from the Friends service.
But if you need your own avatar data, then you're doing that anyway.
Hi! I'm trying to sign in using OpenID Connect with Apple accounts.
- On Apple device, after Signning in with Apple, we receive a token that we use to SignIn to UGS using OpenID Connect ... all good, user A is generated
- On web, after Signning in with Apple, we receive a new token that we use to SignIn to UGS using OpenID Connect ... all good but a new user B is generated
When decoded, both tokens have the same "sub" which should result in pointing to the same user in UGS.
I would like to sign into UGS to the same user. Is this possible?
Hello. I have a quick question.
I get the attached warning message in the Authentication -> Identity Providers section. Does anyone know how to fix this? Where to add the wanted links?
Thanks!
My team upgraded to 2022.2.16 recently and lately I've noticed an exception coming from the VivoxSettingsProvider where it's failing to pull my credentials.
The exception itself is a JsonSerializationException thrown by the VivoxApiClient when trying to convert the response from VivoxSettingsProvider.FetchCredentials into type GetVivoxInternalsResponse
We're signed up for Vivox through Unity Services and it has been working fine enough till now
Any suggestions would be mad helpful. I'm happy to provide any more details I can.
anyone start getting JSON errors for Vivox? I can't get the Vivox configuration page to work anymore. all values blank
this is on Unity v2022.2.16f1
its been like this since last night
just out of nowhere started not working
rolled back to my Monday git state and still seeing the issue, so its not something I added
Forum link for error message contents: https://forum.unity.com/threads/vivox-environment-configuration-failure-cannot-deserialize-json-array.1429735/
Is there a problem with Unity Credentials system? I'm trying to upload a keystore and a corruption error message keep appearing
I get the error even with the old keystore files that are already uploaded and I'm using them
@severe peak !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
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I'm interested in this ... what should we do?
Hey @dreamy glen ! It looks like if you click the Private Policy icon on top right corner (the shield) and then accept the terms the warning disappears 🙂
Cross-platform game using Netcode for GameObjects, Lobby and Relay?
thanks!
I've struggled with getting any sort of useful presentations out of the non-legacy analytics. Creating an SQL-query for two sets of data like this and presenting them in a joined graph often result in whats seen in the screenshot above. The blue and red columns have their own scale, even though I'd like to compare them. In this case, the red column should be more than twice as tall as the blue, but here it looks like there almost identical.
How can I get useful data out of Unity Analytics without having to manually export it and visualize it elsewhere?
i cant download unity editor everytime i do it errors. what do i do?
just Download failed: read ECONNRESET
actually nvm that its because of vpn i think its fixed
and without a vpn the other two just fail to validate
any fix for this?
one of them actually downloaded but the other two no
and this is with vpn on
Look at those instructions that may help you: #497872469911404564 message
So me and a friend are trying to work on a project together and we have made a organization and everything, but we can’t figure out how to open the project together I can open it since I made it but my friend can’t find the place to open it so how can my friend open the project??
version control
Uh what does that mean
We don’t even know how to open it
I’ve already googled it allot
So I’m trying to download an android build for my game but every time I do it loads for a second and then stops
I don’t know what to do
@balmy cedar #854851968446365696 explains how and where to ask questions.
My question is about Unity Matchmaker. I want to have rival's name when matchmaker responses match id( also ip/port) to each client. I'm using photon fusion and transfer names by using RPC's. But it is too slow to transfer names. I need to show rival's name before being connected to photon. Thanks.
Am I right in thinking making calls to things like Adding Items to a players inventory etc directly from the client is insecure?
Should everything be piped through cloud functions to do server side verification?
Seems weird to me that the client can say "Hey, add this" instead of "Hey, can I add this?"
nvm samples answered the question!
🙂
EDIT: Nope, all good!
Do game services have any kind of database / data storage not attached to user accounts?
Remote Config would be the place to store project wide data. At least until Unity rolls out a proper Database Service.
Fellas, I made a ticket but for some reason the field "I have read and agree to the Unity Terms of Service(required)." is set as "No". How can I change this?
Which samples? I am interested in that too if you don't mind sharing.
I can't remember the exact samples I'll grab them when on the PC, but the answer is yes - it's all done through Cloud Code and server sided functions 🙂
Does anyone know how well-suited using the Economy Gaming Service would be for a game's typical inventory? One way or another we'll be storing player's inventory in the cloud (whether its a database we write ourselves or not). Through a first reading of the documentation though, it seems like Unity's Economy service might only be useful for specific cases; and not for just general inventory saving. It looks appealing to us because our game will feature typical currency, and special currency, as well as real-money purchases. Thoughts?
Heya - im new to unity and game dev, but im trying to get Unity and Procedural Worlds assets as well as Unity in general to work for the last 2 years - and it keeps giving me crashes and errors, including 1 month where it locked me out and refused to allow me to sign in to either the hub or even the editors ... had this on 2 different systems
Anyone else having these issues ?
Last day to signup for our multiplayer webinar tomorrow on Building your multiplayer game based on genre! ⭐
In this webinar of our multiplayer series, we’ll cover:
- An overview of game architecture
- Genre-based tech stack considerations
- Two “tales from the trenches” about multiplayer games from specific genres
- Q&A
Sign up 👉 https://create.unity.com/multiplayer-how-to-build-and-design-your-game-based-on-genre
random question, say you have the full version of a multiplayer game that's made in netcode & you want to create a demo that's limited content wise from the main game, yet you still want demo players & full game players to play together (limited experience, but still playing together), is it possible?
cause I'll be honest, I'm not that good in coding & my programmer told me it isn't possible because of bitmask??
I'd love to hear what you guys think
is there support for push notifications in cloud code?
CompilationError: Cannot find module '@unity-services/push-notifications-3.0.1-pre.1' i am not sure if it exists
Basically I want the cloud code to send a push notification to the player from a call to the cloud function on the client
Doesn't seem like it, even in the cloud code modules C# package it doesn't seem to include the package
Unless there is a workaround the best method may be to use an external push notification
Does anyone know if there is a way to manually specify the build number for cloud builds? I've been trying to look through their documentation and rest api but can't seem to find anything. I want to have the build # follow our semantic versioning for the project
@agile pond ty
Hello everyone, how can I set up E-mail and Password logins using Unity Gaming Services
Does this mean we cannot use multiplay for MMO usecases? I just know Muliplay has allocation timeout that will shutdown the server even if players on the server.
can you send me the link of that doc please?
Thanks, you are using the Game Server Hosting called Multiplay and not Clanforge (Managed Game Server Hosting), right?
Yes Multiplay
Then no, Multiplay will deallocate (or shutdown) the server in several ways:
*You send a deallocation request using the API:
*You trigger a deallocation by having the build executable exit with code 0 (intentional exit) or the build crashes.
*The game server remains idle for longer than the allocation time to live.
Check out the deallocation state of the allocation life-cycle: https://docs.unity.com/game-server-hosting/manual/concepts/allocation-lifecycle#deallocate
So TL;DR, you can use Multiplay for your MMO game, as long the players are moving and servers are not idle.
Hope that answered your question!
I'm having an error with unity cloud build for android, it says that the gradle build failed because of a bad keystore, but I'm using the automatically generated debug key because I'm not trying to deploy. I haven't even tried to configure the keystore in the project. What could be the problem?
!warn 836314906914979860 Don't spam and don't tag random users.
kevinstudios#3956 has been warned.
I m having an error with unity cloud
For anyone with experience using Unity EconomyService, I'm wondering how to handle "player has 5 health potions". Should the player have 5 separate instances of HealthPotion or should the player have 1 inventory item with the count stored in the meta data?
So to rephrase: should the player have 5 separate PlayersInventoryItem instances, each pointing to the InventoryItem for HealthPotion, or should there be 1 PlayersInventoryItem instance with CustomData that looks like:
{
"Count": 5,
}
And then how is that handled with virtual purchases where for 500 gold I can purchase a pack of health potions? I'm leaning toward the "separate PlayersInventoryItem instance for each health potion" solution, but I'm worried about how that scales if the player has the ability to hoard hundreds of instances of the same item.
How to add a "bot" player to a Lobby using Unity lobby service?
Hello everyone!
I'm trying to implement these services to my game, but honestly: I'm not happy, nor surprised.
I want an energy (with regeneration, yes) system in my game, but seemingly the Economy tab doesn't provide any reasonable ways to do it...
Analytics:
I'm unable to fire custom events that are detected by the Event Browser.
Dictionary<string, object> parameters = new Dictionary<string, object>();
parameters.Add(SHIFT_ID, shiftID);
parameters.Add(SHIFT_RESULT,shiftResult);
Analytics.CustomEvent(SHIFT_FINISHED, parameters);
And I have changing the Environment at the beggining
var options = new InitializationOptions();
options.SetEnvironmentName(ENVIRONMENTNAME);
await UnityServices.InitializeAsync(options);
However the regular (like gameEnded/Started, sdkStart, etc) built-in events does show up in the right place.
Does anybody have any working solution for Energy - with regeneration?
Does anybody have experienced this issue with the Analytics?
I'm not an expert in Unity Economics
However I have used and tailored a RPG game (for mobile) using Playfab. So I can say I have experience, maybe not Unity. So
I think in Unity Eco. a healing potion should be a currency. Since none of the individual potions has any characteristics. You can make multiple Types of HP pots if you wish.
(In Playfab it wasn't possible, since we have a hard and low limit of VCs (virtual currency) )
HP packs (pic)
And you can add extra data in the JSON stuff.
Make sure you setup your currency with proper (unlimited?) max counter.
Is the site also down for anyone else? https://unity.com/solutions/version-control?utm_source=plasticscm
Guys, I use Relay and lobby in my project and it works fine with ordinary internet, but for some internet connections like schools and university in which there are restrictions, it cannot connect to Relay. Any solutions?
It just says cannot connect to server, and sometimes it doesn't show any error but it cannot connect.
Also the weird thing is for those restricted networks, it finds Asia as the best server, while I'm in Italy. But with the ok internet connections, it works fine and it connects to Germany server.
Any solutions?
I'd appreciate your help
I am having trouble with getting debugging symbols generated for Cloud Diagnostics.
I am building on a macbook, with Mono, targeting macOS (x86 + ARM universal binary)
No .dSYM file is generated.
the symbol upload log then complains that it can't find the file
The documentation says that the debugging symbols should be automatically generated when using Cloud Diagnostics. I cannot find any more information about this.
I'm using Unity 2022.2.21f1
I'll go home and try it on my PC this evening.
Hi all. I am looking to use Unity cloud build to build a MacOS application from the devops service. I am having issues figuring out what to plug in where. Does anyone have experience getting a successfully notarized build through devops?
The last log I tried. I censored some stuff manually.
||```[error] *** Error: Failed to list providers.
[error] *** Error: Failed to list providers. Failed to get authorization for username '@.com' and password. (
[error] "Error Domain=NSCocoaErrorDomain Code=0 "Status code: 0" UserInfo={NSLocalizedDescription=Status code: 0, NSLocalizedFailureReason=The auth server returned a bad status code.}"
[error] NSLocalizedFailureReason = "Failed to get authorization for username '@' and password. (\n "Error Domain=NSCocoaErrorDomain Code=0 \"Status code: 0\" UserInfo={NSLocalizedDescription=Status code: 0, NSLocalizedFailureReason=The auth server returned a bad status code.}"\n)";
[error] [2023-04-12T22:09:16.824Z] - 7.3.5.2.7.4 - INFO: ▸ Error: Missing value for '--team-id <team-id>'
[error] [2023-04-12T22:09:16.825Z] - 7.3.5.2.7.4 - INFO: Error: Missing value for '--team-id <team-id>'
[error] [2023-04-12T22:09:16.825Z] - 7.3.5.2.7.4 - INFO: Error polling for notarization info: Error: Missing value for '--team-id <team-id>'
[error] [2023-04-12T22:09:16.826Z] - 7.3.5.2.7.4 - INFO: unexpected token at 'Error: Missing value for '--team-id <team-id>'
[error] /BUILD_PATH/.rvm/gems/ruby-2.7.4/gems/json-2.6.3/lib/json/common.rb:216:in parse': [!] unexpected token at 'Error: Missing value for '--team-id <team-id>' (JSON::ParserError) [error] /BUILD_PATH/.rvm/gems/ruby-2.7.4/gems/json-2.6.3/lib/json/common.rb:216:in parse': unexpected token at 'Error: Missing value for '--team-id <team-id>' (JSON::ParserError)
[error] [2023-04-12T22:09:16.860Z] - 7.3.5.2.7.4 - ERROR: Notarization failed. Ensure that you have supplied a valid Bundle ID, Apple username and password, and that you have supplied a provider name if your Apple ID is associated with multiple providers.
I ensured I entered my username and password the same as I use to log in to the developer account (is that not correct?). This was a version where I believe I was using the wrong cert, and I have since created a Developer ID cert (which I assume is the correct one?). I am going to try it again but could use any insights.
I realized I had the wrong value in one of the environment variables and have since put in my Team ID as well
Does anyone know where to adjust this setting?
[error] [warning] [2023-05-26T00:38:30Z - Unity] Error building Player: BuildFailedException: Platform StandaloneOSX with graphics API OpenGLCore is not supported with HDRP, use the Metal graphics API instead.
[error] [warning] [2023-05-26T00:38:30Z - Unity] ERROR: Player export failed. Reason: BuildFailedException: Platform StandaloneOSX with graphics API OpenGLCore is not supported with HDRP, use the Metal graphics API instead.```
Pretty sure that's in Project Settings > Player
although I'm surprised it tried to use OpenGL at all
Hi does the Game server hosting SDK for UE5 support blueprints or just c++
It has blueprints integration
thx might try implementing it then and making a fps MP in ue5 now with it
As am I. I've checked Project Settings > Player and there's nothing related to OpenGl or Metal on my system.
And I have Auto Graphics API for Mac selected and it's still failing.
Maybe switch it to explicitly use Metal.
mine is set up that way for my current project
Well that's what I'm saying, there's nowhere to do so on my Player settings.
I don't have a for Mac section. Unsure why. I have the mac environment installed for building.
I've never even installed a linux build type so, not sure why that one is appearing.
Do I need the iOS module as well for some reason?
Unsure why I don't have the same or similar options.
@untold swan any ideas? 
uncheck "Auto Graphics API for Mac"
Ah I see. Right on. I'll try and run a build with this.
Weird that it was trying to use OpenGl since apparently that's not supported anymore.
i'm not sure how it automatically chooses the API
maybe the environment on the build server makes it think it'll need opengl
Does anyone know how to use UGS Multiplay with WebGL clients? Since it only gives me back an IP and Port.
Guys, I use Relay and Lobby in my project and it works fine with ordinary internet (like cellular data).
Still, for some internet connections like schools and universities in which there are restrictions, it cannot connect to Relay. (the connection type is UDP, I have already tried DTLS)
It just says it cannot connect to the server, and sometimes it doesn't show any error but cannot connect and start the Relay. but it works fine for Lobby.
Also, the weird thing is for those restricted networks, it finds Asia as the best server, while I'm in Italy. But with ok internet connections, it works fine and it connects to a German server.
Any solutions?
I'd appreciate your help
I need some help too. Why is there nobody on this channel?
Does anyone knows where is located the Cloud Save and Economy servers? Like in US, Germany, London???
For those who might have the same question, this is the answer from Unity support:
"• Cloud Save is hosted in GCP, US-CENTRAL1, Unites States, state of Iowa
• Economy is hosted in AWS, US-EAST2, United States, state of Ohio"
has anyone here used vivox (multiplayer voice chat)?
Im trying to set up a multiplayer voice chat, preferably with the volume of each player based on proximity to other users in the scene
Hey everyone. We are testing out UGS analytics with our app built in Unity. Is there any way to programatically export information captured with UGS Analytics?
hey, i'm trying to purchase unity cloud content delevery for almost a week and it still doesn't work, any help ?
Hello Bonkkettle!
Did you guys implemented custom events? My custom events are not popping up on the event browser, even if it's deliberately bad (some should land in the invalid tab for testing). I have made testing environment (and switched to it)... Have you experienced any problem with custom events?
This sounds like something you should contact UGS Support about. You can file a ticket on the the UGS dashboard under 'Help and Support'
does anyone know where i can find the docs for something like post build scripts on unity cloud build?
oop, just found this reference
might still need some help on this, looks like these docs are a bit sparse
Yes, we did a test of custom events. No events were being fired because we had to set up data collection consent using code.
Check out this link; this is what we did and customs events worked. And I’d recommend checking the other data collection pages in the documentation
https://docs.unity.com/analytics/en/manual/ComplyingWithGDPRandCCPA
Yeps that's the best place right now. We're in the process of migrating/consolidating all the DevOps docs into the official site but haven't completed it yet.
This will be the right place after the move: https://docs.unity.com/devops/en/manual/unity-build-automation
The Unity Docs should now have all of the content from our GitHub.io and the User Scripts section has a little more info on the Unity Docs.
I'd also say that forums are a great place to search since people often post their scripts
Why is it that my fleet does very long to drain servers? Takes like 15-20 mins??? How can I speed this up?
I need to rapidly test builds that keep going out
Would anybody know how to do this? I asked in a separate channel here: #archived-code-advanced message
I think I will have to run my game in webgl in the browser
Will unity web services still work in this case?
I want to make a multiplayer game in the browser
Is unity matchmaker break resistant? I know if colyseus has an update, my game would still work because I have a self hosted package. I wonder if matchmaker forces devs to update their code for those who use it?
I thought this question I'm about to ask would be redundant and asked a million times but I haven't found much about it through my searching online and scrolling in channel history so my apologies if bad question
Just trying to get a feeling for Unity DevOps vs GitHub
I have been using Unity since before Unity Cloud Build and Collaborate and never used much of each. Always used GH. Here lately I've been on sort of a web app run with CI/CD GH Actions stuff, but I've gotten more into Unity and want the same type of convenience. Unity DevOps looks pretty good. The prices seem reasonable, but I don't want to couple myself with a closed service that scales expensively. ik DevOps is Plastic behind the scenes but 99% of the documentation I can find reference plastic scm as if you're setting up your own server
I guess I should go with the flow and not be too worried about closed platform because it's not like Unity works well with NuGet package registries or anything like that anyway. But I suppose I just don't want to be a year down the line and looking to migrate my version control to a new platform.
This is a personal project by the way. One I'd like to make money on I guess but nothing serious
Ad mob doesn't show ads, help
Hey @pearl shard, I'm on the Unity DevOps team and can confirm that DevOps includes both plasticSCM and cloud build, although both have been rebranded.
We have a free tier which should be enough for you to experiment with to get a feel for the service. Right now, signing up for DevOps requires a valid credit card, even if you want to remain in the free tier, that requirement is something we're working on removing.
Alongside the version control aspect (powered by plasticSCM) we have the build automation component (which is an incremental evolution of the former Cloud Build). Over the next months we will be deepening the integration between version control and build automation and improving the service.
The overall vision for Unity DevOps is to create a unified platform for all the real-time 3D DevOps needs, and to integrate with first party stores such as testflight, google store, steam, itch.io, epic and so on.
Hope that helps
I appreciate the response. I planned to delete my messages, since I did play around and get a GH repo hooked up with automation - though I haven't tested it since I did misconfigure something. It looks good and I appreciate your response. I may regret not going with unity VC instead of GH and might switch, but so far things are going well!!
hello. does anyone have issues with unity game services as we speak? Thanks!
hello does anyone have issues with unity
Hello, where can we see the player's name in the following api?
https://docs.unity.com/authentication/en-us/manual/player-name-management
UpdatePlayerNameAsync?
It doesn't show up in the player management on the Unity dashboard
I am able to retrieve the name with GetPlayerNameAsync but would like to see it on the dashboard as well
ty
😂 OS Icons don't match OS names.
i setup a project and i have it on my dashboard, i shared it w someone else, how do they open it locally?
when they go to unity hub and do open from remote it says no remote projects found
Yeps this is our mistake after an update and should be fixed now!
🧑🏫 Unity Learn can offer you over 750 hours of free live and on-demand learning content for all levels of experience! Make sure to check it out at https://learn.unity.com/
Does anyone have any experience with MacOS notarized Cloud Builds?
It's not taking my account info for authorization, and I'm not sure why
The username and password are exactly the same as for the apple developer page
Do I need to set something up in my apple developer account to accept the credentials?
Can someone help me? I was making an multiplayer game on unity following code monkeys tutorial and relay but at some point in the video (minute 9:16) he used the quantum console to run the "CreateRelay" command , is there anyway to run the command without purchasing the quantum console on the latest version of mac os ventura? (link to video :https://www.youtube.com/watch?v=msPNJ2cxWfw&t=535s)
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#💻┃unity-talk question.
And he uses console to launch those methods at runtime. You can use a button to run the method instead.
ok thank you but what script function do i set when the button is cliked? do i make an separate script or use the same one?
It's up to you how to implement this. If a method has parameter you can add input field to enter those parameters to use when you press the button.
Or just put it in a var somewhere if it's just testing (the parameter)
Alright I will try it Thank You!
Hello, I use Netcode For GameObjects for my multiplayer game. I want to launch commands when the host leaves the game (something like OnHostDisconnect()) but I can't find how to do it?
Recommend using app specific password for notarization
I tried looking at the recommended documentation but could not find where to set this up. Any leads?
You create an app specific password on the apple developer site. When you add your credentials to uba you use the app specific password and your username
Is it safe to connect my game to Services if my game is going to be open-source?
Can someone tell me why the click marker doesen't disappear when the Capsule somes to it's destination?
Hello, I'm trying to use unity's relay and lobby in my project. but for some reason I cannot get my project linked to the Unity's gaming services
in the project settings, it takes me all the way to this section. But When I switch to another sub section (e.g. Ads or any other) it says Unable to link project to unity services
pressing refresh access doesn't do anything and linking again does the same thing over again
wrong channel. this belongs in #💻┃code-beginner if you're still having the problem
did you blank out your organization? You might need to go to the unity dashboard and see if something is wrong there
I don't think so. I created my organization (2nd one) then just proceeded to unity editor and linked the project
are you signed in as a member of that organization in Unity?
Yes
I am signed in with the account that the organization belongs to (owner)
And when selecting already existing project, it does show the organization and then the project list loads and I select the project which I want to link to. And then it says linked and the unity project ID is also correctly shown. But as soon as I switch to any other section it gives the error that is shown in the second image
Ok, now it seems to be working
I did not change anything except adding address, and contact info to my organization
maybe that is the reason it wasn't working?
Can I use UGS to save json files without size limits? Cause I'm making a sandbox world creation game.
I am getting this very very annoying error:
[Lobby]: RateLimited, (16429). Message: Rate limit has been exceeded
Here us my I code:
private float heartBeatTimer = 15f;
private float lobbyPollTimer = 1.1f;
private void Update()
{
if (SceneManager.GetActiveScene().name == Loader.Scene.LoadingScene.ToString())
{
messageController.Hide();
}
HandleLobbyHeartBeat();
HandleLobbyPollForUpdates();
}
private async void HandleLobbyHeartBeat()
{
heartBeatTimer -= Time.deltaTime;
if (heartBeatTimer <= 0)
{
float heartBeatTimerMax = 15f;
heartBeatTimer = heartBeatTimerMax;
if (IsLobbyHost())
{
await LobbyService.Instance.SendHeartbeatPingAsync(joinedLobby.Id);
}
}
}
private async void HandleLobbyPollForUpdates()
{
lobbyPollTimer -= Time.deltaTime;
if (lobbyPollTimer <= 0)
{
float lobbyPollTimerMax = 1.1f;
lobbyPollTimer = lobbyPollTimerMax;
if (joinedLobby != null)
{
joinedLobby = await LobbyService.Instance.GetLobbyAsync(joinedLobby.Id);
OnJoinedLobbyUpdate?.Invoke(this, new LobbyEventArgs { lobby = joinedLobby });
}
}
}
I tried Changing the Time.deltaTime to Time.unscaledDeltaTime I even asked Bing AI and Chat-GPT
You're starting your task every frame so your is probably way too fast
What did chatgpt say?
Is there a way to access cloud save data for a player on the server? like some kind of admin api we can use so the server can look up stored player properties(i.e. the player sets up a deck of cards in cloud save that the server loads)
i though i sent something here
can anyone help me with this issue?
i'm only using one editor and everytime i press continue the project never ends up opening and just closes
Question about accessing custom build configuration variables using the multiplay SDK. I'm reading this: https://docs.unity.com/game-server-hosting/en/manual/concepts/server-json - where it says
The server.json file is a file that has variable data, such as the current allocation ID, for each server. It’s automatically generated and populated for each server based on the configuration variables and the server data.** It has all the built-in configuration variables and any custom values from your build configuration variables.**
.. the problem I'm running into is, the MultiplayService.Instance.ServerConfig has the properties for allocationId, etc but not a way to get at the custom config vars I put in via build configuration variables. Is there a best practice for this (do i just write my own server.json file reader) or is there a way to get at my custom vars with MultiplayService.Instance.ServerConfig ?
(Tried the latter and couldn't find a way - just seems silly to write an additional class to read server.json when there's already one there) - the goal being to support something like environment variables, and would rather not have a gigantic list of command line parameters, tho we will if we need to!
I found this and now I have a question
How to use a unity account to authenticate users in unity?
how do i update my game on unity play?
Hi, I'm trying to use unity leaderboard
the first integrations was easy but I noticed that until the player submit the first score he cannot get the leaderboard
maybe because I use leaderboard with bucket functionality
I wouldn't fill the leaderboard with all players with 0 score before they play
and for testing? I would get a new user for each time i goes in playmode
@radiant ocean @undone oriole #💻┃unity-talk
what is it
Your questions don't belong in this channel. Hence the #💻┃unity-talk (use that one)
but people are always talking there and my questions never get asked
it's a bad service. isn't there any other place i could go to where i could get actual help?
Don't whine, first of all. Every channel here is for a specific topic, and this one you're in isn't for general unity questions. #💻┃unity-talk is.
So in the future, use that. 👍
could i get some help though? i've been trying to fix something but i can't seem to fix it
You can start by asking your question in the right channel, and being that it's a higher traffic one, probably will get seen by more people. If anyone wants to (and has the knowledge to), help, then they're free to do so.
the fact that it is a higher traffic channel is the reason it isn't efficient
but whatever
isnt this channel for unity netcode ?
#archived-networking For network code related questions, this channel is about Unity Gaming Services as description states.
My Bad, i didnt find that channel and this one was the closest to it
I've got a UGS question - hopefully quick but I've been pulling my hair out trying to get logs to show up in UGS when I use a container build (not the logs beta, just the legacy logs tab under a server)
I'm using this base image https://hub.docker.com/r/unitymultiplay/linux-base-image -
as for my build configuration launch params, I have tried both options the docs say to try: -logFile $$log_dir$$, -logFile $$log_dir$$/Engine.log
The Dockerfile executes the server via
ENTRYPOINT ["/bin/bash", "./entrypoint.sh"]
.. and entrypoint.sh runs with:
while getopts s:r:l:i:p: flag
do
case "${flag}" in
s) session="-session ${OPTARG}";; # custom session name
r) region="-region ${OPTARG}";; # custom region
l) lobby="-lobby ${OPTARG}";; # custom lobby
i) publicip="-publicip ${OPTARG}";; # custom public ip
p) publicport="-publicport ${OPTARG}";; # custom public port
esac
done
./StandaloneLinux64 -batchmode -nographics $session $region $lobby $publicip $publicport -logFile
... the server runs fine, I connect to it fine... I just neeeever see any logs. Does anyone have a full working example of a container build (Dockerfile, entrypoint.sh), and build configuration params that will get logs to show up in the server's Logs tab?
the entrypoint is from a photon fusion sample. maybe i should try without the entrypoint
I also tried (in the entrypoint.sh) specifying a log filename... also no luck
./StandaloneLinux64 -batchmode -nographics $session $region $lobby $publicip $publicport -logFile Engine.log
this is all i ever see
can someone please tell me what this means
As it says, in PlayerMotor.cs script on line 27 it was expecting ,
explain that in momkey terms
@near zealot Use appropriate channel for questions. #💻┃code-beginner And also setup your IDE properly for Unity, it will point out where the error is.
oh sorry about that lma
anybody using steam auth?
every time i launch from editor I gets a windows shell flickering until I shut down unity. it is very annoying
Do unity provide free servers.. if yes then upto what extent ?
thanks
anybody have an example of api request for leaderboard score? i'm getting 401. dunno how to make auth part
i gets this error from curl https://services.docs.unity.com/docs/errors/#51
This page describes the response status and error codes available with the Unity API.
what should i put instead of ENDPOINT https://services.docs.unity.com/docs/service-account-auth/
i gets 404 for leaderboards
Hello! 🙂
If I am using Google as an auth for UGS account Authentication but am NOT using Google Play Games, do I need to fill this out?
What is the difference between UnityEngine.Analytics and UnityEngine.Services.Analytics?
How do I anonymize data collected by UGS Analytics so I don't have to worry about privacy?
we lack of support
what other software aside from github can i use to maintain projects with a team? our project is 10+ gb and github does not support folders that large, we are dying
don't upload your art assets on github
cloud storage everywhere costs a few dollars for 100+GB
Have you found a solution for this? I am working on a similar solution but am just not quite getting it to work the way I want.
Unity Version Control (part of Unity DevOps) is likely to suit your needs. We've built it to specifically handle many huge assets. Best performance on the market right now for large files
Hello! My Analytics doesn't enable anymore in editor and on test device (mobile), yesterday was working fine, any ideas?
hi, could you clarified the price show here a bit?
Is this price monthly or just one time thing.
eg, if we're using 10gb of vcs, that'll be 1.4$. do we pay this 1.4$ once or we have to pay it every month?
Base on the information I gathered from Unity website,
the first 5gb storage of Version Control is free.
after that it will be 0.14 per GB.
Let's assume that I use 4 gb of storage on the first month.
2nd month, the repo explode to 15gb
3rd month, the size of repo was at 25 GB
4th month, the size of repo stayed at 25 GB
the question is, How much do I need to pay for the 2nd, 3rd and 4th month
It says it's pay-as-you-go
thanks. I got my answer from support. It's monthly.
Hello. We've been having trouble building via Unity Cloud recently after making a couple changes that involved needing to disable bitcode for iOS. We did that using a post-export method and are now get the following error:
ERROR: export method 'BuildProcessors.BuildPostProcessor.OnPostProcessBuild' not found, aborting. Please make sure you are using the correct function signature.
This is the post-export method in the config:
BuildProcessors.BuildPostProcessor.OnPostProcessBuild
.cs in Assets/Editor:
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
#if UNITY_IOS
using UnityEditor.iOS.Xcode;
#endif
namespace BuildProcessors
{
public class BuildPostProcessor
{
[PostProcessBuild(1)]
public static void OnPostProcessBuild(BuildTarget target, string path)
{
if (target == BuildTarget.iOS)
{
#if UNITY_IOS
// Read.
string projectPath = PBXProject.GetPBXProjectPath(path);
PBXProject project = new PBXProject();
project.ReadFromString(File.ReadAllText(projectPath));
string projectTarget = project.GetUnityMainTargetGuid();
// Add `-ObjC` to "Other Linker Flags".
project.AddBuildProperty(projectTarget, "OTHER_LDFLAGS", "-ObjC");
project.SetBuildProperty(projectTarget, "ENABLE_BITCODE", "NO");
// Write.
File.WriteAllText(projectPath, project.WriteToString());
#endif
}
}
}
}
We have a pre-export method that works fine, but for some reason the post-export method can't be found. Does anyone know what I'm missing here? Using Unity 2021.3.22f1, Xcode version set to 14.2.0.
it's not found because your method has the wrong signature, it takes a string (path to exported project). But that's not needed regardless since you have the PostProcessBuild attribute on your method so it will be automatically called after the build is done and before any export method would be called
Is there an official or just good Unity Vivox Discord server/channel?
Guys, can Google Sign In via UGS be used for WebGL? Or is it only for Android?
I assume we come here for Unity Player Account issues/help?
Anyone?
Have learnt that it's only for Android.
Any idea how I can facilitate Google Sign In on WebGL?
I am currenlt trying google sign in through code in my web browser and then passing a token to my Unity client
You could use Firebase potentially?
I'm already using Supabase, but on my web side
Anyone?
Just Dm'd you a link, have a look mate
I'm looking to add controller.
Can anyone help me in that..
You are going to have to elaborate. Please do not cross-post.
If you're looking to add game controller support to your game then follow a tutorial, there's one for the new input system pinned to #🖱️┃input-system
im really brand new to unity and im trying to make a gun in vr or well trying to hold one, i have this problem tho where it isnt orientated right until i double click the grip button since the first grip button doesnt seem to update. its hard to explaine and im confused: i have a clip but idk if it will help
For cloud save, is there currently a way to find a player by their steam id?
Plastic SCM doesn't work says Unexpected error ocurred (didn't do anything prior to this error, just came up 2 days ago and not going away) and can't open the app.
The plastic SCM windows app
it gets stuck at Filling grid and nothing
Nvm found the problem
So i have an issue with my main camera and the lights in my scene. All the lights and light probe groups are invisible and the light probe group is completely un-editable and my main cam isn't visible either. When I open a new project everything is back to normal. Does anyone know what's wrong or how to fix it?
Hey, Unity Authenticator doesn't work with webgl builds? Tokens get lost when browser is closed?
And does anyone know or have some simple example script for unity economy?
I use unity gaming services authentication token (anonymous authentication) and there is small problem - when I use this token as authentication token to custom API then I cannot easily detect token expiration, while unity game services are able to handle it for its own purposes, but since I set authentication token manually I need to detect this change...
So first question is - does anybody find it stupid to use UGS token for authentication in custom web api by decoding that token server-side and comparing unity player ID?
2nd question: anybody has recommended solution for token refresh detection in Unity? Because provided Unity authentication events (OnSignIn, Expired etc.) are pretty useless to get notified of expiration, at least for cases when user unminimizes game after some inactivity
How to make durability of item, and how make stackable items?
Make item disappear after a certain number of uses
intellisense in my visual studio code doesn't appear, and when I open the preference in the external script editor there is only the "Visual Studio Code (internal)" option and there is no generate .csproj option. apart from that I have installed C# in vscode, and installed .net, but still intellisense still doesn't appear in vscode. pls help
Has anyone else had any trouble with Unity Cloud recently? Started getting this error in our cloud builds today:
[error] ERROR: While executing gem ... (Gem::RemoteFetcher::FetchError)
[error] ERROR: Requested BVR version '7.3.17.2.7.4' not available. Attempting to build with current bvr version '7.3.2.2.7.4'
go to your package manager and see if you have the visual studio code editor package if you dont download it if you do check if it needs an update.
Does anyone know how Netcode for entites works with Unity Gaming Services?
Can I get multiplayer to work withouting using Multiplay or is it reccomended?
Yes I do have Version 1.2.5 installed, with no updates available. Seems to be an issue with one of the dependencies
Unable to download data from https://cloud-ucb-cicd-reader-test:REDACTED@unity3d.jfrog.io/artifactory/api/gems/cloud-ucb-gems-prod/ - bad response 403 (https://cloud-ucb-cicd-reader-test:REDACTED@unity3d.jfrog.io/artifactory/api/gems/cloud-ucb-gems-prod/specs.4.8.gz)
thx it worked
Hey guys, we created a plugin for Unity where you're able to get an entire voice studio into the engine. Check it out: https://bit.ly/44uzzru
how i can make something like "player preferences" like xp etc.?
following, probably adding values to "player" and creating those features in scripts to asign
okay
So does Unity Lobby use Multiplay for Hosting, or is it a seperate service, if so what is the difference between the two?
Is Lobby just extra abstracted, handled lobbies that can be put on any hosting solution?
Trying to set my Google Play API key for IAP, but I'm getting the "You are not authorized to set the license key" error message and I don't know what to do, I'm logged in with the right acc and I already set the key in the unity dashboard
why does unity teams/UGS/plastic SCM/unity collaborate/unity version control/whatever the fuck you guys are calling it today even exist?
this shits a fucking maze, actually useless
how do i set this up?
i have found about 80 different official tutorials from unity, all of which appear to be obsolete
it kills me to think people would actually pay for this service
ive spent over an hour trying to set this up and google drive is starting to look like a better version control system than this
Is it just me or does Unity Game Analytics feel very predatory? It’s overshooting my budget by a significant amount. What’s your review?
Also are you guys utilising Spatial Analytics (user trajectories and heat maps) for your games. Why/why not?
So I have some issues with the google play store, sending me emails about collection of device identifiers or so. It might be from some of the services, i am using ads and it looks like analytics is doing something as-well (the dashboard shows some stuff about active/new users). Anyhow i have no clue what service is causing the issue and how to resolve this issue. I've set the game-level Coppa designation to directed to children under 13 and turned on the Mixed audience, as the game is for all ages. anyone have a clue how to fix?
both analytics and ads collect identifiers. You shouldn't serve personalized ads or track children. I use firebase and a different ad mediation service so I can't tell you what to do exactly, but there should be some way to set appropriate flags for ads/analytics when they initialize or during runtime to be compliant
https://docs.unity.com/analytics/en/manual/GoogleDataSafety
https://docs.unity.com/ads/en-us/manual/GoogleDataSafety
I have some question. Who using the unity analytics service. I want to use it to tracking how many player play the game today, how many player online now.
Why does the Authentication service provide the same player id on multiple instances of the unity editor (managed with ParrelSync)? Is there a way to generate different ones because I cannot join a Lobby while testing since it says the user is trying to join a lobby they're already in.
You can hack around that if you're using ParrelSync (h/t Tarodev):
using System.Threading.Tasks;
using Unity.Services.Authentication;
using Unity.Services.Core;
#if UNITY_EDITOR
using ParrelSync;
#endif
public static class Authentication {
public static string PlayerId { get; private set; }
public static async Task Login() {
if (UnityServices.State == ServicesInitializationState.Uninitialized) {
var options = new InitializationOptions();
#if UNITY_EDITOR
// Remove this if you don't have ParrelSync installed.
// It's used to differentiate the clients, otherwise lobby will count them as the same
if (ClonesManager.IsClone()) options.SetProfile(ClonesManager.GetArgument());
else options.SetProfile("Primary");
#endif
await UnityServices.InitializeAsync(options);
}
if (!AuthenticationService.Instance.IsSignedIn) {
await AuthenticationService.Instance.SignInAnonymouslyAsync();
PlayerId = AuthenticationService.Instance.PlayerId;
}
}
}```
How can i delete some builds in Game Server Hosting registry?
Hello ! I would like to know if someone can give me a feedback about Unity matchmaking ? Also, there are no prices about the matchmacking part, I only want to use it to find an opponent ( 1 vs 1 ), but I don't know how much that would cost
hiii, i've been diligently searching for the most effective tool that allows my friend and I to collaboratively work on a single project. Despite my efforts, which include consulting ChatGPT, Bard, and numerous YouTube tutorials, I have yet to find a reliable solution that meets my needs.
Could someone please advise me on the latest and best methods for collaborative work within the same Unity project? I appreciate the assistance.
im literally lost
Do you mean to the extend of editing the same scene together?
I was able to get it working fine. What exactly are having issues with. Cuz rn I have it set up with just me and a second computer that I have.
Git
there is no such thing for live collab within the same scene or editor yet..not to my knowledge , so version control is prob the closest you get to "realtime" collab
What about Plastic? i used unity's DevOps Repository, which i got it to work today
yes plastic works too, It's also a Version Control system.
First of all i had to look through several official tutorials until i could find the one that actually works for the latest rebrand
And then it wouldnt let me change the organisation in the version control app that it uses, it only let me select an organisation that i had deleted
I'm not too sure if this is the right place to ask, very new to unity, but Unity Hub stopped launching with the following error, and google has not been very helpful.
Failed to initialize ICU with data file: U_INVALID_FORMAT_ERROR
Matchmaker
Can I create a ticket with 2 different teams and start the game? I already know how teams look like and I just want to start a game for them.
// Create List of players
var players = new List<Unity.Services.Matchmaker.Models.Player>();
foreach (var player in ListItems)
{
var UnityModelPlayer = new Unity.Services.Matchmaker.Models.Player(player.Key.UnityUserId.ToString(), new Dictionary<string, object>
{
{ "TeamID" , player.Key.TeamName.ToString()},
{ "LobbyID", lobbyPlayer.LobbyId.ToString()},
});
players.Add(UnityModelPlayer);
}
This is how i gather players. When i create a ticket i got an error: The ticket is not compatible with the match definition.
The main problem is when values in TeamID or LobbyID are different between players.
Hello people I have a problem so followed the documentation for unity level play and the ads aren’t working it says that the ads are not loaded even though I loaded them and initialized the ad units anyone who knows how to fix it. Thank you in advance
I think that world streamer 2 give tools to allow several people to work on the same scene. About version control, plastic scm works fine.
Hello, sorry I can't help you but I have a question, are you using Unity matchmaking system ? And did you find the pricing ? I don't see the matchmaking request cost on their website
I am developing on a Windows box but would also like to create a Mac build. This used to be a piece of cake before but now apparently the build can only be done on a Mac, which I don't have. Is there anything I could use to create a Mac build? I looked at an AWS Mac instance but setup keeps failing. Any other ideas?
You can use Unity DevOps which provides a CICD system for building Unity projects. https://unity.com/solutions/ci-cd
@severe peak Do not ping usergroups, if you have a question, you can just ask in the relevant channel and if anyone wants to help, they can.
I bought a product from assetstore.unity.com, I need admin, there was a problem, my product was not delivered
I don't know how to use this place where do I open it where do I write it
You don't use this discord for account support, submit an official request:
https://support.unity.com/hc/en-us/requests/new?ticket_form_id=65905
Would yall reccomend using Relay aswell if I am going to use Lobby.
Does anyone have experience using Using Unity adds using IronSource? I need to setup my monetization scripts but I have no idea how and the videos I have watched are all outdated. I use visual scripting for my game. I am not very good with coding at all . Can anyone show me the ropes to initialize the adds and trigger them? Thank you.
[Urgent]
can someone tell me why this happens in my web build?
447-4ecabc91cc4f99ef.js:1 [ServicesCore]: An error occured while trying to get the project configuration for services.
Couldn't fetch config file.
URL: https://xyz.com/undefined/UnityServicesProjectConfiguration.json
Reason: HTTP/1.1 404 Not Found
window.console.error @ 447-4ecabc91cc4f99ef.js:1
cdp.cloud.unity3d.com/v1/events:1 Failed to load resource: net::ERR_BLOCKED_BY_CLIENT
[Wire]: Attempting connection on: wss://wire.unity3d.com/ws
Sign in anonymously succeeded!```
What is this config file that my web build is trying to look for? I'm using UGS for a few things
I also get Reference Error: Runtime is not defined. Why? It seems like Websocket.jslib is using Runtime.dyncall which is not supported on web?
Hello everyone, I submitted a help ticket to get Google play services working with UGS. I've gone through the walk through and even did the trouble shooting that was suggested in the guide. Is there anyone out there that has successfully linked UGS with Google play services that would be able to help me? I think it either has something to do with the client I set up or the xml file.
trying to add fast ik
got an error code
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.PackageManager.UI.Internal.PackageListView.OnListUpdate (UnityEditor.PackageManager.UI.Internal.ListUpdateArgs args) (at <1dea0504f693495896b42c18a04008db>:0)
UnityEditor.PackageManager.UI.Internal.PackageList.OnListUpdate (UnityEditor.PackageManager.UI.Internal.ListUpdateArgs args) (at <1dea0504f693495896b42c18a04008db>:0)
UnityEditor.PackageManager.UI.Internal.PageManager.TriggerOnPageUpdate (UnityEditor.PackageManager.UI.Internal.ListUpdateArgs args) (at <1dea0504f693495896b42c18a04008db>:0)
UnityEditor.PackageManager.UI.Internal.BasePage.TriggerOnListUpdate (System.Collections.Generic.IEnumerable1[T] added, System.Collections.Generic.IEnumerable1[T] updated, System.Collections.Generic.IEnumerable`1[T] removed) (at <1dea0504f693495896b42c18a04008db>:0)
UnityEditor.PackageManager.UI.Internal.PaginatedPa
no idea what it means or how to fix
rewarded unity ad button is usable only one time
i am asking this question
It looks like what ever the script is trying to access hasn't been set up. You most likely need to set a transform somewhere. Did you follow any kind of guide to set it up?
You may want to provide more information. Like what components are on your button, the code you're using to make the button do the thing
If you use the demo scene from unity ads it is setup so it can only go one time or something like that
@fast silo and @cloud edge is it possible to load ad whenever the player wants a reward in my case if player wants to undo a move he needs to watch a ad
Yes look on the documentation it is there for a reason or just watch a yt tutorial
We were unable to create an instance of the requested type UnityEngine.XR.OpenXR.OpenXRLoader. Please make sure that all packages are updated to support this version of XR Plug-In Management. See the Unity documentation for XR Plug-In Management for information on resolving this issue.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
Instance of UnityEngine.XR.OpenXR.OpenXRLoader couldn't be created. The the script class needs to derive from ScriptableObject.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
XR Plug-in Management error. Failure reason: Unable to assign com.unity.xr.openxr for build target Standalone..
Check if there are any other errors in the console and make sure they are corrected before trying again.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
Library\PackageCache\com.unity.inputsystem@1.6.1\InputSystem\Plugins\XR\XRSupport.cs(444,49): error CS0234: The type or namespace name 'Oculus' does not exist in the namespace 'Unity.XR' (are you missing an assembly reference?)
How to i fix this
game has stopped
no idea how to fix
anyone help? if it doesnt work multiple weeks go down the drain
Sounds like a version mismatch between 2 plugins
how can i fix it? been trying for an hour or so
Make sure that whatever plugins you're using are compatible with each other
dont have any, brand new project
Well looks like the version of the XR package and teh input system package you're using are not compatible
error CS0234
Hello, im triying to collab with my friend with plastic SMC, and when he opens unity hub and search for "Open remote project" the project doesnt show up, even after i added him to the team, i tried a lot of things but nothing seems to work, could anyone help me please?
this happens
guys can some one help me i want to intialise unity ads continusly
correct me if im wrong but I belive you only need to initialize unity ad services once.
I think your correct you just need to trigger the different ads then.
kk
i got the problem solved i was facing
what did you do?
It was actually disabling the ad button after I watch the ad 1st time due to which I was not able to press the ad button again
Makes sense
Hi! Not sure if this is the right place to ask but I started getting the following error when I try to load my saved game: "Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)
The following scene GameObjects were found:
GameCreator.Inventory.InventoryManager(singleton)". I read about this error and what it is saying (from my understanding) is that it is using "on destroy" on something. I looked and I don't have anything on destroy. In fact as soon as click play I test the "load game" and it still pops up. The only thing I do in the begining of the scene is insatiate the player in a position. It points to the game creator singleton. Think it has to do something with the singleton implementation. Any help would be appreciated! Thank you!!!
From my little understanding I feel that it has to do with destroying a object that has the singleton
Hello so I am making a game and I am using unity gaming services leaderboards. So everything works fine but when I try to get the scores it comes on a json which is fine and you have to serialize it so that is all good but the part that I am struggling on is formatting it. The results come 5 values rank num, player id, player name, value, and then tier. I messed around seeing if I could get one of those values at a time but I couldn’t find anything. Thank you in advance for the help
Anybody familiar with ECONOMY? I'm trying to figure out how to effectively read an item from GetInventoryResult.PlayersInventoryItems...InstanceData. The only option is to item.InstanceData.GetAsString(). However, think there must be some more efficient way to use that data other than trying to parse and split a bunch of strings.
Thank you! I agree I think it's exactly it! But I am not sure what that object is uh
I can’t really tell you just make sure that it doesn’t have two instances
Hello I use economy too and I looked and I guess they just don’t have that yet I am struggling with the same problem just for leaderboards
I don’t think there is a way to do that I think you do have to go and split the string and stuff like that sorry
Hmmm. Do you think instantiating the player can do that? I wonder if it's trying to do that when I load the scene but the player already exists
You should never have a singleton on a player from my experience
I think you are helping me get warmer to my solution. I bet when the player spawns on reload the old player is there
Maybe
Thanks for the feedback. After giving it a lot of thought and testing, I don't think their Economy inventory system is truly intended for an actual in game inventory. We're just going to end up writing our own database using MySQL.
Yeah I don’t know but they should really add it though it would be really helpful.
Hello, About Unity Service Lobbies, I can't find 'Event' related classes in my current Intellisence or compiler. For instance, SubscribeToLobbyEventsAsync
My package manager shows version 1.0.3. And I can't see higher versions there.
Im using Lobby by unity can anyone help me fix this? providing code and console screenshot
public async Task CreateLobby(string lobbyName, bool isPrivate, string playerName)
{
Debug.Log("Creating Lobby");
Debug.Log(lobbyName);
Debug.Log(isPrivate.ToString());
Debug.Log(playerName);
try
{
Debug.Log("1");
CreateLobbyOptions options = new CreateLobbyOptions()
{
IsPrivate = isPrivate,
Player = CreateLobbyPlayer(playerName),
};
Debug.Log("2");
Lobby lobby = await LobbyService.Instance.CreateLobbyAsync(lobbyName, maxPlayersPerLobby, options);
Debug.Log("3");
hostLobby = lobby;
Debug.Log("4");
StartCoroutine(StartLobbyHeartBeat());
Debug.Log("Created Lobby");
}
catch(LobbyServiceException e)
{
Debug.Log(e.Message);
}
}
i think i found the issue
im logging in to slow
how do i fix this?
fixed it by making a while !ready loop that waits 1 second untill ready is true and i set ready to true after logging in
@jolly barn hi, do you have such function? Unity.Services.Lobbies.Lobbies.Instance.SubscribeToLobbyEventsAsync()?
idk
@jolly barn could you just type that and see if your compiler suggests the function? Please I need someone else to confirm this so I would know it's not just me, it's basically must be inlucded in lobby package which you've already installed.
i was going to do this anyawys just later just didnt have my unity open i do now so hold on
dosent exist
maybe your missing a refrence
let me know if you figure it out cud be usful
@jolly barn I'm also implementing Lobbies for my project. I think its a very good feature to have, to be able to listen to events, like when a player joins the lobby or leaves. But I couldn't use it since it's not in my framework for some reason, or C# solution. I don't even know what is the problem
i dont have it either
maybe it just dosent exist
or you need to download addecional refrences
hoping you let me know if you figure it out i cud use that
but rn i have other stuff to do first
Documentation just assumes you have it and says nothing about additional installs other than package manager > installing lobby
well idk then
maybe it was removed
you dont need it tho surely you can work around it
yeah probably for the time being I forgo this thing, perhaps it's a versioning thing, cause currently its 1.0.3 in package manager but its been released till 1.1.5.per. or something
make a new project and check the version the docs used it shud say somehwer see if its there
Anyone else forced to hit "Check in Changes" a bunch of times before it randomly decides to work?
always get this error no matter what. has happened across 2 different projects
im using lobby by unity and if i try to join a lobby from a second instance of the editor it tells me im already in the lobby is that becose im on the same pc?
@atomic python I found some info
Aldo check this
I can't test rn
Gl
@jolly barn thank you! that actually helped! I'ts not released then I should either wait or get that raley join event instead. Thanks again 🙂
That was last year have you tried the method shown in the second link I send it might have been released by now
I need it know when to update the players display in my lobby that's when I found it
no it's not working, those are the same functions I told you the other day missing in the current package
I see i also tried it maybe we can find a way to acces the beta the person in the forums were offered to join?
Yesterday I made a ticket in Help and Support, in Services.Lobby section. If I got any answer, I'll let you know. For now, I make myself busy with other aspects
alr dm me or ping me here
Also in package manager, I tried to set (pre-released) on, I saw other packages had beta versions but not lobby. So...
Does anyone know how I can test a Players PC to meet my game requirements? I have an HDRP demo and some people can play it others just get a black screen. Is there a way for me to have Unity "pre-check" and say, 'yes you have DirectX12, Metal, etc.'?
guys i am ready to publish the game i just want to know that do i need to make the test mode off in ad intializer script or just turn off from inspector and services panel
i am using unity ads
Anyone able to use Google authenticate using unity gaming service? (Not Google play games)
I can't seem to authenticate it, I've done the initial set up and wrote the script, but it says permission denied when trying to sign in using the token
how can i delete a username password account cus i accidently deleted the player ID assosiated with it and i need to either assign a new one or just delete the username password and make it again how can i do that?
Introduction
how does this help?
i cant even log in
cus the log in data still exists
but the acocunt linked to it does not
and it still tries to acces it
what?
i accidently deleted the playerID the username password was assosiated with
now when i try to log in it gives me an error and idk how to either assign a new playerID or delete it completly
the error:
status: 404
title: RESOURCE_NOT_FOUND
how did you delete it in the first place
I pressed delete next to it in the dashboard
Wrong one
I ment to delete another but I deleted the important one
The data saved isn't important the username is
try register username again
Already exists error
the dashboard doesn't let you delete the user entirely ? I only use anonymous
First time using I needed to use a beta package and I serched everywhere cant find anything
The username and password tries accessing the id bit it dosent exist
in unity lobby how do i run code when someone joins a lobby?
I get this error message after installing the Unity Advertisement Legacy Library\PackageCache\com.unity.ads@4.4.2\Runtime\Advertisement\Platform\Android\BannerBundle.cs(5,16): error CS0246: The type or namespace name 'AndroidJavaObject' could not be found (are you missing a using directive or an assembly reference?) But I already have andoid install I have made build for androids as well. So where can I get these missing files or dependacies?
maybe the newer android version dosent support it anymore its called legacy for a reason
Yeah but then I have to use the new Ironsource thing and I have no idea how to use that and I crashed my application hard the last time I used it. But thanks for the info I appreciate it.
you shud learn it and stopusign the old one as soon as possible
Yeah I tried it 3 times but no succes yet. That's why I decided to go back to the Legacy stuff but oh well. Guess I have to learn it somehow.
read the docs maybe you have some other package or your own scripts that arent compatable
you can always use third party if necesery
Yeah leaning towards that at the moment. I will give it another try hopefully it work QQ.
gl
did you use unity lobby at any point by chans?
Unfortunatly no not yet.
Hey, I'm having issues with the friends sdk, it is working well along with authentication in the first playthrough, but when I hit Disconnect() in my game, I go back to login screen, and after re-login the friends system will come online and instantly offline after that (image attached).
Does anyone know what could it be? The complete process is something like ->
hit disconnect -> calls AuthenticationService's SignOut method -> back at loginscreen, login again (calls AuthServices SignInWithUsernameAndPasswordAsync) -> calls FriendsService InitializeAsync() -> Set's Presence to Online
This only happens if I do reconnect in the same game-session, if I completely close the client and reopen it, it works fine though, maybe there's something that I'm not closing/clearing? is it okay to call friendsService's InitializeAsync() each time I login?
Thank you so much
Hey I m having issues with the friends
Hello everyone :)
I was wondering if anyone knows where are the usernames created by using the "Player name management" stored
Why ? I was trying to create an account using the new Username/Password method provided by UGS.
I created an account with "Test"/password and it worked.
Then I deleted this account from the unity dashboard.
Now I am unable to create another account named "Test" even tho the previous one has been deleted (and I though since it adds an #number at the end of the username we could create as many accounts with the same name as we wanted ? But that's another question)
Is there a place where I can see all the "Player names" created and delete the ones I want ?
I dont know where those as saved, but regarding to the second/extra question:
Usernames are unique and has no #xxxx, those are used for register/login, when registered, the user will get a random PlayerName (Like "PointyUmbrella#1234"), you can instantly manually update that to match the user's username (using UpdatePlayerNameAsync() method (Note that this will also generate a new #xxxx for the player)), then you can give the players the option to change their PlayerName#1111 if you want to, also this PlayerName is used to add players to friends if using unity's friend sdk too.
Im currently doing this
So in my case, I created an account using Test/password.
The account was created, and I got my username set (It was something like "Test#5202" if i recall correctly).
Then I deleted this account from the dashboard.
Now I want to create another account using "Test" as the username again.
But when I try this, the "UpdatePlayerNameAsync" returns me the "Already_Exists" error...
That is what I dont get, this username was linked to the previous account right ? And since it's deleted I though this username would be available again
I also tried switching environement to see if it was related, but its not the case
Anyway thx for the help Ill keep trying things until it works
Ok I understood something
It has nothing to do with the player name management
Now my question is : Why is a username still unavailable even after I deleted the associated account in the unity dashboard ?
(It says the username "Already_Exists" even tho I have no account registered in the UGS dashbord)
I don't know either, first time using this username/password auth here, maybe it is cached and will be available after X amount of time, maybe we missing something, let's hope for someone most experienced knows the answer
Im assuming you have this issue too then ?
Well, I also hope someone knows the answer ^^'
Maybe the account deletion is delayed ? (like it will be fully deleted in 48h for exemple)
That could be the explanation, but this is unsure
Maybe deleting the account doesnt delete the username ?
As written above
It HAS to be stored somewhere
Otherwise it wouldn't say "Resource not found" when trying to log on a deleted account
It would just say "Invalid username or password"
I wish I could access to where all of this is stored :)
I am developing a game that is using relays and lobbies. I would like to hand a build out to a bunch of people to do some real world internet based testing but I also don't want to leave builds out in the wild that can use up all my free tier resources once testing is complete? Is there a way to restrict a build from accessing online services when done?
Is remote config the way to go on this? Just reading about it on the UGS website.
does anybody know where can i find StoreID in google play console? or is it shown only when the game is completely released?
I had some accounts I created using the basic Username/Password ID provider. I deleted those accounts and am getting an error when trying to register using the same usernames:
"[Authentication]: Request failed: 409, {"title":"ENTITY_EXISTS","detail":"username already exists","details":[],"status":409},"
And then if I try to login using that username I get this error:
"[Authentication]: Request failed: 404, {"title":"RESOURCE_NOT_FOUND","detail":"","details":[],"status":404},"
It seems UGS holds onto usernames regardless if the original user was deleted?
can someone help me with this, I'm trying to export my as an apk and its saying this
do i discuss unity netcode in here or in #archived-networking ?
When I created the Unity Version Control repositories for my projects, it automatically created two attributes: unity_project_id and unity_version. These were automatically applied to the first changeset, both with the value "::UNKNOWN::". I can't find any documentation or reference to these attributes. Does anyone know what they are for?
I have searched Google, the forums, and even the post history here in Discord. Nothing comes up.
Hello everyone I was wondering that if there is a way to delete all the player profiles of a project from Unity dashboard at once.
Hi everyone! In Unity Analytic's Standard Events says that the event name "game_start" is for beginning a new game. I have a question: could this be useful for a game made up of minigames? I explain: Can I use game_start event with the name of the Minigame and track some metrics in it?
Hello, i have just signed up for the UGS Unity Game Server Hosting and have yet to receive the $800 credits. Do we have to apply somewhere for the credits? Thanks in advance
How did you applied for that?
According to here https://docs.unity.com/ugs/manual/game-server-hosting/manual/concepts/pricing
It mentioned that "All new customers receive an $800 sign-up credit." But i have not received the credit upon sign-up
Interesting! I have neither received yet
Hey, am I right that Unity Ads is only for mobile platforms and not for Desktop Apps? Anyone know any other reliable solutions similar to Unity Ads for Desktop programs? Thanks!
Hey everyone. Im planning on using the Economy andn Cloud Save unity services for my upcomming game. Could anyone recommennd some tutorials to use them? Im a little bit confused about authentication and that kind of thing.
Should in-game-rewards (level up, daily rewards...) be included into transaction event of Unity Analytics? We don't see clearly if this method is only for purchases
is it normal that everytime I open my game, I am logged out from my unity player account
it always prompt me to connect
I do if (PlayerAccountService.Instance.AccessToken is null) to see if I have a cached token but the documentation is very brief
Use this instead AuthenticationService.Instance.SessionTokenExists
Thanks I will try and tell you if it’s working
hello there, I am getting the following error while creating a release. It started today, and our game is already live and we need to revert to the previous release.
and getting a lot of failed uploads
the game is live and thousands of players are effected by this issue atm. So any help would be appriciated
Hello everyone I am using Leaderboard service in my game for making leaderboard and am curious that is it possible to reset the leaderboard daily. So I can give rewards to top players daily.
So I am looking into using unity game servers but I am having a issue with pricing. If you look on their website (https://docs.unity.com/ugs/en-us/manual/game-server-hosting/manual/concepts/pricing) for pricing. If you take the number 0.031611 which is their price per hour for 1 cpu core and multiply it by 24 so that would mean that you have 1 cpu core and are buying it for one day comes out to be 76 cents a day. Or about 265 dollars a year. FOR ONE CPU CORE. This price does not include 1 gig of ram which is about 34 dollars a year, I could get a 1 gig stick of ram for a few dollars so why would I pay 34 dollars a year. Is there something I am missing about the pricing here?
and that price does not include storage or networking
Why wouldint I just get something like this https://www.ebay.com/itm/255154835400?chn=ps&mkevt=1&mkcid=28&srsltid=AfmBOooaBA-LktCISNodR-NmqTLlPf17LpDzAHupKql3nQWkkt-0ewxtIAY and have it be a million times cheaper than using unitys game servers.
I’ve been wondering the same. It seems unusable beyond the free $800 credit. If I’m not mistaken the network traffic cost is ridiculous.
Example: popular game server in Europe: $0.14 per GiB.
A game like rust has probably a traffic of 100 mbit/s for 100 players and can be rented for $40 per month with a 1 GBit/s connection that is not extra metered. If the server would run for just 4 hours a day for 30 days at that rate with UGS it would be (just in Network traffic!!):
100 mbit/s * 3600 * 4 * 30 = 43.2e6 mbit
mbit to GiB conversion => 1007 mbit ~= 1 GiB
43.2e6 / 1007 ~= 42900 GiB
Total traffic cost per month:
42900 GiB * $0.14 ~= $6000 !!!!!
I contacted support just to make sure I was not misunderstanding what they meant by their prices. I would love to use multiplay because it's so well integrated but if it's that expensive hell no.
What did you end up using for your game servers? Or are you still deciding?
Yep, the integration is great. I currently use multiplay but atm its only for the sporadic playtests with a couple of buddies. If pricing doesn't change drastically I'll definitely migrate to some other server provider for release.
I'd be curious to hear their reply
Im awaiting their reply! Il let you know if I ever hear a response.
appreciate it!
Anyone know if a VPN is essentially the same as a relay? Like if I have two machines that are on the same virtual network, all traffic has to route through the virtual network if the machines want to talk to one another. What is the difference between that vs. having a relay server to relay traffic between the two machines? The reason I'm asking is because I've heard relay servers introduce latency for mulitplayer games, and I'm wondering if a VPN would be better. Obviously a VPN solution isn't scalable, but I have a very specific use case so ignore the scalability issue
Is there a way to export all data from all players from Unity cloud?
Hello, would you recommend using UGS Remote Config for characters creation? So I should be able to add a new character there with stats and everything and then it will appear at the caracter selection screen, is it possible to achieve it? Never used remote config before.
i'm working on a multiplayer game, and the oracle cloud always-free tier is great for small scale projects
where can i disable cloud diagnostic in unity 2022? its hidden ??
inside unity 2022.3.8 there is not cloud options in services section
impossible
i just spend 1hour searching where to disable it on dashboard
like analytics, but i cannot find where
feel like unity try to hidde this feature to do it and get money for ussage
Hello, It is my first time trying out unity's netcode along with relay and lobby. So far I've followed Code monkey's, IHearGameDev's, Dilmer's videos on these services
The issue I am facing is related to RPC's, I can't seem to wrap my head around them.
From all the debugging, trying to make it work, I've understood;
- These RPC's are run on the clone of the calling instance of game object on the other nodes on the network.
Here's a bit of code that I am running once certain events happen;
// One RPC that is not behaving as I (emphasis on I) expect it to. I am calling this rpc with clientparams, so should it not run on the client's actual instance, meaning that it should work when I return on if(!IsOwner) ? but it works the other way... :(
// From what I've understood on the docs as well, if I want to run a piece of code for a specific client, then I should use clientparams and I am doing that here. Verified multiple times that correct client id is being sent as well.
[ClientRpc]
private void ReceiveChallengeRequestClientRpc(ulong challengerId, float timeoutDuration, ClientRpcParams clientRpcParams = default) {
isBeingWaitedUpon = true;
if (IsOwner) return;
lockedClientId = (int)challengerId;
Debug.Log("Waiting for user response");
GameUIController.Instance.PromptAffirmation(timeoutDuration);
}
// The call (from a server RPC) and the construction of the client params
targetClientArray[0] = targetClientId;
ClientRpcParams targetClientRpcParams = new ClientRpcParams {
Send = new ClientRpcSendParams {
TargetClientIds = targetClientArray
}
};
ReceiveChallengeRequestClientRpc(senderClientId, requestTimeout, targetClientRpcParams);
Any help is appreciated, Thanks a bunch in advance, even if you just read it all.
i now this is gaming services, but you also report that on unity multiplayer discord server really?
uuuuh... all these are Unity's services after all... no?
and I am even in the #archived-unity-gaming-services channel
For unity 2021.3.29f1. These are located here, you might try looking about them here?
is not for 2022
Oh, I think i've got a clue for you
hold up
double check if you have that package installed?
this is version 2022.3.7f1 mind you
i cannot find this package
let me see if i press "services" tab
because i just removed other old packages
thanks for tell me 🙂
did you go there from Editor > Services > Explore
Okay, wait a bit
make sure this is selected
It seems you've selected "In Project" option
lol
feel like not installed
but in dashboard appears some events
and this when i make a build
I haven't used them, so I've no clue
if you go to your dashboard you may find data collected here
.
is similar to photon fusion the rpc system, i will stay with your case to check the solution, i want to enable multiplayer in one of my projects using photon fusion
im a bit tired working with photon fusion
well, it is my first time with multiplayer in general, so I've no clue about photon as well.
but thanks for the tip
What are some common or recommended ways to handle authentication of clients to a server? I don't need my servers to be password protected, I more so just want to protect my servers from malicious parties trying to direct connect by IP/Port and cause mayhem. Is there any way to ensure that only authenticated clients can connect to the server? I know netcode has a way to approve/deny connections; however, I can't find much info regarding how to make the decision on whether to approve or deny
Thanks, I ended up just using relay for now. Also here is what the responded with.
seems good
still with same issue
i cannot find how to disable this, maybe is a bug because im coming from 2021?
Hello all!
I'm having trouble setting up Unity Relay. Can anybody please help me? 🙏
Here's what I've tried so far
- Code Monkey's tutorial on Unity Relay
- Unity Relay Documentation
- Relay Sample Project
I followed Code Monkey's tutorial but that didn't work so I went straight to the Unity Relay Documentation. I just tested that today and nothing.
At least with Code Monkey's tutorial I got a join code I could share, but it kept throwing some error when a client tries to join.
The docs didn't get me anywhere: no errors, nothing.
interesting, thanks for sharing
Hey I'm not that knowledged with Computers and Programs. I've been getting this pop-up message "unity 2019.4.34f1_c05a0071d1" while playing a unity driven game recently. Has anyone had similar issued or knows how to fix it? The game crashes so often it's pretty much unplayable.
Thank you so much for feedback!!
Assets\Authentication.cs(112,50): error CS1061: 'IAuthenticationService' does not contain a definition for 'SignInWithUsernamePassword' and no accessible extension method 'SignInWithUsernamePassword' accepting a first argument of type 'IAuthenticationService' could be found (are you missing a using directive or an assembly reference?)
Am I missing something?
Hello I got a question about unity cloud content delivery I want to protect my assets as much as possible so I am thinking about using adressables and putting my assets to unity cloud. So far from what I've read initially unity will download the assets and store in the local cache and creates a hash . Next time the app loads it will compare the local hash with the remote hash and if there is no change it will use the local cache assets but my question is is it possible to extract the assets from the local cache?
Hi, I was playing with Unity Player Accounts. When ever I try to sign in the service redirect me to the webpage. Is there any way to only redirect when the player is not already signed in ? Can someone please help me on this ?
Hi guys. Im not really sure if this question belongs in this channel but ill give it a shot. Im trying to get google play login to work in my android game. i followed a what i think is a good and pretty recent tutorial on youtube. i can share link if need be. but im getting an error and i cant seem to fix it.. im running Unity Version 2022.3.0f1. i wont paste the whole error as its probably spam? but heres part of it: Job failed with exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidOperationException: Insecure connection not allowed
I'm also currently getting Player Accounts to work with my game. You could assign a delegate to PlayerAccountService.Instance.SignedIn, which is called when the player successfully signs in on the webpage, where you could call some Functions to hide the UI button the player clicked on. If you are referring to frictionless sign-in, where the player is signed in to their account automatically at the startup of the game, checking if PlayerAccountService.Instance.AccessToken is null should tell if the player is signed in or not. I haven't found a good way to do frictionless sign in with an identity provider, only thing I found for that is anonymous accounts. There is a thread in the Unity Multiplayer Networking discord that talks about frictionless sign in for Player Accounts, but the solution is saving the access token to player prefs, which I doubt the security of, but should work. I hope this answers your question.
does anybody know why after 10 testing ads my pc starts lagging ?
maybe you should use the profiler to see if you can spot what is causing lags ?
not sure but looks like a Burst compilation error, you could try to disable it in your project settings maybe ?
so basicaly what you need to do is :
- when the player sign-in, store its Access Token to the player prefs (you can access the current access token with AuthenticationServices.Instance.AccessToken)
- when you boot up your game, check if there is an access token in the playerprefs, if so, just call AuthenticationService.Instance.SignInWithUnity(PlayerPrefs.GetString(<your_access_token>));
- if the sign-in failed it means that the access token is no longer valid and just show your sign-in UI
Thanks for your help
I have a big Q
Why the heck my buddy told me he watched 80 ads on his phone on my game next to me, but all im seeing on unity id dashboard are only 8 impressions per yesterday ?
Because you can't farm ads? It still seems like you're trying to game the system, you're not going to be able to.
Also, there's a limit on ads available in total, which is why you should be using the meditation service from Unity which allows for multiple ad networks.
Or your friend lied about how many times they actually sat and watched an ad. 🤷♂️
ok so
u tell me that i should use unity mediation package from unity packages or?
and whats the limit
25 impressions per person per game?
That sounds right to me
and whats the gap for a person to wait to be able to make 2 impressions
Anyway, I'm not going to entertain picking apart the hidden details of ads again. I don't know why you just don't implement ads and then just make a good game people want to play.
Zero players means zero dollars, no matter how clever you try to be with using ads.
Im just trying to figure out exactly how this thing actually works
and whats the gap for a person to wait to be able to make 2 impressions
unity mediation is needed for unity ads?
Why Do i Keep Getting This Error Message While Building A APK? How Can I Fix IT? "A failure occurred while executing com.android.build.gradle.internal.tasks.MergeNativeLibsTask$MergeNativeLibsTaskWorkAction"
In unity lobby service, how can I update the tmp_text ui for all players, not just the player joining?
By this I mean like showing how many total users for example. I can get it working for the actual user but not for all users in the lobby
Does anyone know what protobuf is? I am trying to use ironsource and I keep getting build errors when using xcode
Library/Developer/Xcode/DerivedData/Unity-iPhone-etgqjzctxitafjdgpvazcfvyjrsh/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos/Protobuf/libProtobuf.a(GPBDictionary.o)' does not contain bitcode.
anyone know about how many players joining and leaving would use up the free 10 gib a month in the free lobby plan?
I know it is different for everyone but is there any kind of average?
Is it better to authenticate using the default Apple and Google account or using Google Play and Apple Play?
I have implemented google play so far and it works perfectly for me, but I'm not even sure if it will work on every device or will require registeration
Did you ever get a response from Unity?
And how are you monitoring costs? I just posted this question on the forum.
https://forum.unity.com/threads/multiplay-service-usage-costs-monitor-missing.1488450/
They did. They basically just said suck it, those are our prices. I genuinely don't know how people are able to afford their servers.
Thanks - that sucks. Did you read anywhere else about the machine specs - aka 2 CPU cores and 8Gb RAM? This is the first time I'm seeing the machine specs listed out.
The billing is always done by CPU cores but in Build config you only set CPU MHz so still not sure how you can infer number of cores from the CPU MHz speed.
yeah, the pricing on compute + data transfer can be a bit much.
Hi, everyone! I have a question about Economy and purchases. Can I compensate a player with in-game currency (e.g.) when purchasing a pack in which the player already has one of the items included in the pack? How can we achieve this using UGS?
Five minutes after completing a playstore test purchase with the latest IAP package version and using code (not the IAP button) I am receiving this email:
"This test purchase was cancelled because it was not acknowledged. You should ensure all purchases are acknowledged so they are not subject to refunds. For more information see https://developer.android.com/google/play/billing/integrate#process."
Is the IAP not automatically processing the order on completion? If I'm not mistaken the success callback is even called OnProcessComplete
yes, you must confirm pending purchases. Normally the callback is your chance to validate the transaction (preferably remotely), give the user their product in your app, then confirm the purchase so they aren't refunded. If you don't confirm the purchase, they'll get an automatic refund after 3 days (test purchases are very accelerated for obvious reasons)
Do I return this enum to the calling function after the logic?
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs purchaseEvent)
{
return PurchaseProcessingResult.Complete;
}
yes, if you're doing local (or no) validation
what is pcu?
and if i go over 5000 pcu, am i automatically charged for 5000 more pcu
or does it just not connect
Hi!
I'm new to Unity (but not gamedev in general) and I've been wondering about ads implementation limitations while planning my project
I did some surface-level googling, first of all got confused (a lotta different ways to do ads, huh)
And second, couldn't definitevely understand if you are allowed to integrate Unity/Google ads to fit the game's aesthetic.
What I mean is, imagine a cyberpunk world with billboards that display monetized ads
Or huge screens a player can choose to watch that will show a video ad (within the confines of this screen)
As far as I understood it, ad integrations are quite rigid and force you into ugly predefined formats
Is that really so?
(Please tell me if this a wrong channel for such a question, I'll post it elsewhere)
As far as I understood it, ad integrations are quite rigid and force you into ugly predefined formats
Off the shelf ad networks have to work in a 100 different types of games and thus can't rely on games to actually display their ads correctly. Hence why they're rigid and "out of app". Some countries (notably the EU) have laws to ensure that it is clear that something is an ad, I'm not aware of app stores limiting this much more but IANAL
So either work around this limitation or make deals with sponsors directly and agree on the terms for displaying their ads
Last one is not a very realistic scenario unless you're a well established dev, which I'm not
Thanks, I'll keep this in mind going forward
Hi! Could somebody please help me to understand Custom Events limitation in Unity Analytics?
It is not clear from documentation, what this limitation is about.
Does it mean "custom event types" or "custom events as facts"?
I mean - if I have 5 custom event types (that I created in Events Manager), and pushed them from my game 100 times totally (what I see in Events Browser), what number I will see here in limitation window?
Hello I have never used analytics but I think it means how many times those custom events are triggered
@spiral forum not a place to advertize yourself
Sorry! I wasn’t trying to advertise myself, just provide help if anybody needs it. Apologies, again!
help me lobby service pls
anyone know if plastic scm desktop application has the ability to hide branches from the branches tab view
Hello I am using Unity Gaming Services Economy and more specifically the inventory system. I am trying to get custom data from the inventory items but it doesn't work it just returns null.(code:
[code=CSharp]var inventoryResult = EconomyService.Instance.Configuration.GetInventoryItems();
foreach (var item in inventoryResult)
{
var data = JsonConvert.DeserializeObject(item.CustomDataDeserializable.GetAsString());
Debug.Log(data);
}[/code])
I have checked if it was getting the object and it was. I didn't seem to find how to get custom data on the docs and had to rely on just description in the ide and some forums with limited info. Personally I find it baffling that unity doesn't document a important part of their service. Any help would be greatly appreciated.
would this be the place where i could ask what hopefully is a simple question about the matchmaking service?
If so, for a quick overview, we're using BR200 and launching dedicated servers on unity gaming services - the issue is that each dedicated server game is named similarly... a string like "BR" and then the serverid, e.g. BR#123231 appears in the game list - I'd instead like to be able to pass the user's chosen "server name" through from the client matchmaking ticket request to the server (or another way?) but I'm not seeing much in terms of the properties I can send over through the matchmaker ticket request that could hold a custom variable like this. I see on the server I can call
MatchmakingResults = await MultiplayService.Instance.GetPayloadAllocationFromJsonAs<MatchmakingResults>();
which will give me these vars
public MatchmakingResults(MatchProperties matchProperties = default, string generatorName = default, string queueName = default, string poolName = default, string environmentId = default, string backfillTicketId = default, string matchId = default, string poolId = default)
{
MatchProperties = matchProperties;
GeneratorName = generatorName;
QueueName = queueName;
PoolName = poolName;
EnvironmentId = environmentId;
BackfillTicketId = backfillTicketId;
MatchId = matchId;
PoolId = poolId;
}
.. with MatchProperties being
[Preserve]
public MatchProperties(List<Team> teams = default, List<Player> players = default, string region = default, string backfillTicketId = default)
{
Teams = teams;
Players = players;
Region = region;
BackfillTicketId = backfillTicketId;
}
This isn't a valid question, nobody can help you with this. Follow a tutorial if you want to learn how to implement it
i where
Start with the docs, there's an over view of the concepts, tutorials, etc https://docs.unity.com/ugs/en-us/manual/lobby/manual/get-started
i have a question about lobby
when I cretae a lobby in my game
isit appear in unity dashboad?
@minor valve
Can you debug.log when a user joins the lobby?
I see your log just says "lobby created"
yes
but nothing happens when joinng
i dont know how to invite peiple
@severe peak do you know
?
i wanna make a lobby
I dont know what is the problem
but
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
Maybe this is what you want
There is a list of methods
im iusing lobby package
Okey
await UnityServices.InitializeAsync();
AuthenticationService.Instance.SignedIn += () =>
{
Debug.Log("Signed in " + AuthenticationService.Instance.PlayerId);
Debug.Log($"Access Token: {AuthenticationService.Instance.AccessToken}");
};
AuthenticationService.Instance.SignInFailed += (err) =>
{
Debug.LogError(err);
};
await AuthenticationService.Instance.SignInAnonymouslyAsync(); // create
Have you looked at this? https://docs.unity.com/ugs/en-us/manual/lobby/manual/join-a-lobby
Oh
yes
but I will invite the people who is online
how do I get the user is playing the game??
I will send invite message box
box to the invited user
Okey test that
i dont klnow how
Do not forget to call Joinlobby from the box invite button. I have no idea how will u get the lobby id but you can send it from the player whose requested the invitation. And call JoinLobby() from the taken player if he accepts
Talking here would be okey because other people can help you too
ok
using System.Collections;
using System.Collections.Generic;
using Unity.Services.Lobbies;
using UnityEngine;
using UnityEngine.UIElements;
public class LobbyUIHandler : MonoBehaviour
{
private VisualElement m_Root;
VisualElement invite;
// Start is called before the first frame update
void Start()
{
m_Root = GetComponent<UIDocument>().rootVisualElement;
invite = m_Root.Query("invite");
invite.RegisterCallback<ClickEvent>(InviteOnlinePlayer);
}
void InviteOnlinePlayer(ClickEvent e)
{
LobbyManager code = new LobbyManager();
code.joinLobby("code");
Debug.Log("invited the player");
}
}
something like this? @severe peak
Yeah maybe. Try it. If you struggle, try downloading the https://github.com/Unity-Technologies/com.unity.services.samples.game-lobby and investigate its codes how they managed to do that. Acciqure the knowledge for what you want to do. I see there is a folder called "Lobby" inside "Scripts" folder. Of course you may cant import them to your project because the sample got its own managers. But you should try to understand the lobby scripts atleast.
Nice then it should give you how the invitation goes too
I have no idea but it seems there is AuthenticationService.Instance.IsSignedIn
Bet there is an event inside the AuthenticationService.Instance
?
AuthenticationService.Instance.SignedIn do you mean that?
You could achieve the "isLogged" thing by using this
It seems there is an activity check on this sample: https://docs.unity.com/ugs/en-us/manual/friends/manual/samples/friends-sample
No idea how it works though you need to investigate its script
https://github.com/Unity-Technologies/com.unity.services.samples.friends/blob/main/Assets/UGSSamples/FriendsSample/Scripts/Common/Data/Activity.cs
@severe peak
Hey! Has anyone used the new UGC features? I'm curious what files are produced by that, and if they are multiplatform or built per platform, and if Unity hosting is a required portion or if you can host on say, S3? I made a post about it here: https://forum.unity.com/threads/file-format-and-multi-platform.1492397/
Is there a way to stop unity from automatically setting up services for new projects? I just noticed that every time I make a new project in Unity Hub, it automatically generates a service for it. So now my dashboard has like 10 copies of the same project, in which 9/10 has already been deleted locally and from the Unity Hub, but I can't delete them from the dashboard, only archive.
I saw that with the new runtime fee that, using another Unity product in your game can help cover the new fee, by how much does it cover if I use UGS like the article said?
Was wondering the same thing
me too...
Hey guys i have a question, I'm trying to implement a daily level system, where each day every player will get a custom level.
The level should be the same for every player.
Sadly I don't know how to create something like this, I would just need something like an online variable that every device can get and based on the variable number they will get a different level.
How can I create this variable that is shared between all the devices?
https://unity.com/products/remote-config
I thought about something like this, never used it though, just read about it. You could probably also program everything yourself, no idea how hard that would be.
To program everything myself I would need to know how online games work, but for now I have only made singleplayer offline games, but thank you for the help.
Yeah, that's why I like the idea of UGS, they take a whole lot of needed knowledge of you, and you can focus on the game.
Hello,
Could you please clarify whether the Free Limits are per game (for example, CDN has a 50GB monthly bandwidth limit per game) or if they are a global limit applied across all games?
Thanks!
Hi, I am working on a Sport Game for PC and want to add Ads to the world, but Unity Ads seems only to be for mobile games! Does anyone know a solution which is also for PC games? The sport settings in a real game is a great opportunity for real ads which i don't want to miss! Any tips/hints are greatly appreaciated! Thanks!
Hello I need help, I'm trying to implement a remote configuration, but it isn't working, can anyone help?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Services.RemoteConfig;
public class RemoteConfigScript : MonoBehaviour
{
public struct userAttributes { }
public struct appAttributes { }
public int DailyLevelInt = 0;
[SerializeField] GameObject DailyLevelButton;
// Start is called before the first frame update
void Awake()
{
RemoteConfigService.Instance.FetchCompleted += ChangeLevel;
RemoteConfigService.Instance.FetchConfigs<userAttributes, appAttributes>(new userAttributes(), new appAttributes());
}
void ChangeLevel(ConfigResponse response)
{
DailyLevelInt = RemoteConfigService.Instance.appConfig.GetInt("dailyLevel");
if (DailyLevelInt > 0)
{
DailyLevelButton.SetActive(true);
}
else
{
DailyLevelButton.SetActive(false);
}
}
// Update is called once per frame
void Update()
{
RemoteConfigService.Instance.FetchConfigs<userAttributes, appAttributes>(new userAttributes(), new appAttributes());
}
}```
The code should just check if a variable in my remote config is higher than 0, and if it is it should activate a game object.
When I try to built and submit to the appstore with UCB and Post-script I get this issue:
"validation failed Missing App Icon. An app icon measuring 1024 by 1024 pixels in PNG format"
I did set up an image in the project settings, where should I set this app icon?
what is the size of the app icon you added? You can explicitly set the icon with the ios build target locally
what version of remote config are you using? depending on if it installs the services core SDK, you may need to initialize the services: https://docs.unity.com/ugs/en-us/manual/overview/manual/services-core-api#InitializationExample
all the free limits should be per project
thats what i thought, but i read in a forum post that these are global limits 😦
So after I wrote this, I went and double checked our implementation and I was wrong - my apologies. The free tiers are per organisation.
Mind if I ask if it's legal to create multiple organisations as a single individual dev then? In a world where I wanna create multiple UGS-Powered games that'd be good to know
Hi, regarding to the Game Server Hosting documentation, in the server deallocation flow, it says that you (or the matchmaker) calls to the deallocate api or the game server build should exit cleanly for it to be deallocated, how can I manually call the deallocate api as it says in the first example?
I am trying to setup Unity levelplay for ads.. do I need ironsource? how to just use Unity Ads?
What is the difference between Remote Config and Cloud Save Data? I've read the docs and both can save data into the cloud. My use case is saving API keys somehwere not in the application. If this is not the correct way, a point in the right direction is appreciated.
Hey, I can help answer this one! Remote Config is mainly for key/values (configuration) that you as the developer set that players can pull down almost like a set of instructions for the game.
Cloud Save on the other hand is for storing state whether for players or anything else in your game (world state, clans, etc).
In the case of API keys - remote config is likely better, but even then, game clients could have the ability to read those, so it’s not great if you need them to be secret.
Fair, and that's my conclusion as well. I have read/heard about putting your key in a proxy server or sepreate way to get the key. I've worked somewhat in this space where this whole situation gets deeper than just "request to basic api key, hidden from users". You need a full authorization and authentication of users (aka for dev/prod). Remote Config does do that, but Remote Config holds data in the Editor folder (not ideal).
Good thing I'm working with Azure Functions which allows authentication in the serverless functions, without any keys in the application. Although, this has to be solved by some teams that are using other services.
If you want mediation and use multiple ads provider to optimize revenue, you should use LevelPlay in conjonction Unity ads sdk and others.
If you only want Unity ads, you can setup the unity ads sdk in standalone.
Gotcha. but i heard that going forward you must use Levelplay as the Unity Ads SDK is going to get deprecated.
what is the capping and pacing in ads mediation? I see it in Ironsource portal. Does it apply to all ad networks or only for ironsource ads?
Can anyone help regarding Unity NGO. This don't work when clients are in different devices but connected with same Local Network
I checked Remote connections in Unity transport but still it don't work
Checked Firewalls, it's not blocking it
Hello! I am using a GitHub workflow using GameCI that builds my game for my Dedicated Server build. When it builds it, it outputs the built files as a zipped file. Would it be possible to take those files, upzip them, then automatically update a certain builds files with those new files automatically in a unity multiply dedicated server from the GitHub workflow?
i wanna know how to make an online multiplayer game where u just like enter public lobbies with random players, all the tutorials i see is abt these games where u have to create a server, and then give a code to ur friend or sommin
most games dont involve this server creation or code sharing
Is there a way in Economy to reset a specific Currency of all players - or set it a to a specific value? I've found "Overrides", but am not sure how/if that's what I wanna do.
do you need to enable it on that specific organization? Because the devops dashboard doesnt even seem to acknowledge the existence of the organization I'm trying to add
or is this an account wide thing
yes iirc its per-org
each org has diff services
I never activated it because I use GIT
Yeah I think the issue is that the Devops dashboard just does not show any other organizations
I might have to use git. I'm only using unity version control because my group wants to
Hello guys, quick question
I have a game with a lot of levels (50+) and I want to store and display statistics about said level to the players (win rate, % of scores from 1-10 etc.)
What would you recommend I use for a system like that?
if thats like some global display, I would use database and then u can also have it visible on a website easily provided website is hosted on some server
Then your Tables would look something like this:
Table: Level
LevelId Int PK
Table: Record
RecordId Int PK
Id PlayerId FK(Maybe)
LevelId FK
Winrate Decimal
Score Int
I had hoped to use UGS for that :/
Hi there!
So we have a couple of ways you might do something like that. In addition to Leaderboards (which I'm not sure is quite what you are looking for, but might be relevant) we also have Cloud Save.
We've been working on Cloud Save quite a bit this year, and have some fairly big updates to the documentation on docs.unity.com and the SDKs coming up soon.
-
At the start of the year added Files support to Cloud Save (initially with support for files up to 1 GB per file) and shipped support for files in the SDK over the summer.
-
Since then we've also added Cloud Save Game State (aka Custom Data) as well as Access Controls for both Player Data and Game State.
An overview of some the new features that might be relevant:
Cloud Save Game State
Custom Data for any object in a game. eg. an NPC (monster, vendor, etc), item in the world (treasure chest, building, city, etc) or for something like a community goal…
The limits are the same as for Player Data (5MB or 2000 key/value pairs per Non-Player entity) with no hard limit on the number of entities you can have.
Game State is a bound to the game (via Unity Project ID) rather than a player. By default it's readable by players but not writeable by them. You can write to Game State data from Cloud Code (JS or C#) or from a game server using a service token.
Cloud Save Access Controls
Cloud Save also features Access Controls for more sophisticated use cases.
For Player Data:
- Default : Player-writable and player-readable, by the player the data corresponds to
- Public: Player-writable by the player the data corresponds to, and readable by any player (e.g. public player profile data)
- Protected: Server-writable only, and player-readable by the player the data corresponds to
For Game State:
- Default: Server-writable only, player-readable by any player
- Private: Server-writable and server-readable only
Note: If you want, you can also restrict direct game client access entirely to Non-Player Data using Access Control for Unity Gaming Services; although with the native access controls if you want to have some sort of "shadow profile" for a player that their client cannot read directly you could also use a Game State entry associated with their Player ID.
If you are interested exploring how to do this, let me know - happy to share more info, documentation, SDKs!
For Server Authoritative flows (e.g. competitive games, where you would want to guard against cheating) then there are Cloud Code SDKs (in JavaScript and C#) you can use with Cloud Save; if that sounds relevant to you?
There are also APIs for non-made-with-Unity games or with custom Game Servers that can be hosted anywhere.
Howdy, thanks for getting back to me, I would love some documentation about that, especially the access control part
Okies great! There is some (somewhat dry) documentation on a REST API here:
https://services.docs.unity.com/cloud-save/v1/index.html#section/General-Information
It's a list of methods and options, not so much a description of capabilities and not the easiest way to get a sense of what is support (or how to use Cloud Save Access Controls and/or UGS Access Controls to limit who can see what) but we are working on that right now - we are hoping have some more information on docs.unity.com in the next couple of weeks, but I'll see if I can share something with you this week!
I actually stumbled upon it yesterday and it is indeed a bit dry as you said it 😁 but i'm glad something is in the work documentation wise
You could certainly do something like have a unique set of stats that is Per Player and Per Level (and summary data that was just Per Level but for all players), and choose what data you would want other players to see, vs what data you might only what a specific player to see (or to keep hidden, but for the game to track)
Alright, thanks for everything, I'm eager to take a look at updated doc
(for context, I'm migrating a game with a 3rd party backend to (hopefully) fully use UGS, it's a bit of challenge to try and match those 3rd party features with UGS features but I'll get there eventually)
If there are any Data Persistence / Data Storage related features (Stats, Inventory, Quests, Items, Progression, etc.) or any Social Competitive features (Leaderboards, Achievements, Tournaments, Rewards, Community Goals, etc) that you are using but would like to replicate very happy to help with examples of how to build those, with things that we have live now and things that will be sharing very soon.
Other than that, I'll be in touch tomorrow or Friday!
Awesome, can't wait 🙂
Hi @mental umbra my team and I are working on a free character system that we're planning to launch on unity next year. Is it possible to share sign-up links here for beta tests and early access? We're happy to provide workshops and more on character systems and avatar performance for the discord.
This channel is not for showcasing. If you want to share your project with signup links, you can do so in #archived-works-in-progress.
Thank you
@visual talon Hi Tchou! I'm going to need a bit more time on the documentation/examples for the new features, but will be in touch early next week. I can also send you over a preview release of 3.0 of the Cloud Save SDK with some of the features if you would like.
Aren't the authentication documentations out of date?
Does the PlayerAccountsService exist anymore?
Question on: https://docs.unity.com/ugs/manual/authentication/manual/overview
So is it possible to utilize anonymous access to use game as normal but eventually if user decides to sign in using e.g facebook or google play. Does it link with data that user had so far with uuid of anonymous account they signed in as so far ?
Yea lots of games do that
Is usage based of each application or all applications under the email account I use for projects ?
Hey there, how can I use the writelock function with Cloud Save? The example in the documentation seems outdated.
Dictionary<string, SaveItem> oneElement = new Dictionary<string, SaveItem>
{
{ key, new SaveItem(value, writeLock) }
};
// Saving data with write lock validation by using a SaveItem with the write lock specified
await CloudSaveService.Instance.Data.ForceSaveAsync(oneElement);
ForceSaveAsync takes an Dictionary<string, object>, SaveItem is rejected. Do I have to use the REST API?
Ok, changing the Dictionary to Dictionary<string, object> works, but still the WriteLock is being overwritten. How to write only if the writelock is right?
Hi there! Apologies for confusion, there is new Cloud Save SDK (version 3.0.0) rolling out which isn't in all versions of the Editor yet! Please find a copy of the latest SDK attached, it should align with the documentation.
Version 3.0.0 with Write Locks, new Dictionary Methods and Game Data (aka Custom Items, like Player Data, but not bound to a Player, but rather to the Game) and improved error handling should be in all versions of the Editor next week.
We will also be updating the documentation to make things a bit more clear. You can find an updated Sample in the SDK which should show how to use all the new methods!
@full flint If that doesn't answer your question, do let me know! When using Write Locks with 3.0.0 of the SDK it will throw an exception of the Write Lock is wrong. (Write Locks are not supported in earlier releases, the previous release being 2.2.1).
It helps thanks I'm using Unity 2022, do I need to update the Cloudsave package manually to the 3.0.0?
For now yes. I believe it will go out later this month to 2021, 2022 & 2023 but I recommending using the package above or installing from the Package Manager by using the name "com.unity.services.cloudsave" and version "3.0.0" (they are the same signed package, so either way should be the same).
great thanks for the update, just saw the file above, legend!
@deft mesa !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
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• Non Commercial Collaboration
ty bro
Hello. I try to call AuthenticationService.Instance.SignUpWithUsernamePasswordAsync
when I click a button, fetching the text-strings from 2 input fields (Name & PW respectively). Those strings stored in a & b being used to call the Function result in the following error:
Now when I hardcore a username and a password in the function it works, so I am wondering where the error could lie (I know my strings are actual strings, so that shouldn't be a problem? 😦 )
Having major issues with the UVCS tools. Somehow, new folders are being created on merge namely _Assets
What might be causing this?
Is there a setting for it?
It's causing a lot of problems on our company's project and it's very hard to google because google omits the _ and then Assets turns up thousands of results related to other functions in Unity
Unity Authentication Question
I dunno if I am doing something wrong here.
My setup is quite simple I use:
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
Each time I press "Play" in unity it creates me new anonymous sign in.
Doesnt happen when its actually built on a device.
Is there way to keep same User across each test in Play mode?
its kinda annoying to test Cloud Save etc. when each time it resets my data
Hi! We are having a big issue with a game we are about to launch, and it's related to Economy service of Unity Gaming Services. Is there a way to exceed the limit of 750 configuration items? We do have lots of customization items, which is very related the core mechanic.
We really need someone's help in order to overcome this, because we don't know what to do! @mental umbra
Hmm that doesn't sound like expected behaviour to me! Can I ask what Operating System / Version of Unity you are on?
Hi Rafa! We have some folks looking into your case, they are investigating options for you and you should hear back from Developer Support Engineering - I think Andy Peters is looking into it.
Thanks, @mental umbra! We hope Support team can help us overcoming this situation ❤️
2021.3.15f1
And this is all code I have for this system:
` private async void Start()
{
await UnityServices.InitializeAsync();
await SignInAnonymouslyAsync();
StartCoroutine(LoadMainMenuAsync());
}
private async Task SignInAnonymouslyAsync()
{
try
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
GameManager.instance.CloudSaving.LoadPlayerInformation();
}
catch (AuthenticationException ex)
{
Debug.Log("Sign in failed! " + ex);
}
}`
Thanks for sharing that, and the code snippet!
Hmm that should work as you expect - you shouldn't get a new Player ID each time you hit Play in Unity!
If you log AuthenticationService.Instance.PlayerId right after calling SignInAnonymouslyAsync() does it generate a new Player ID each time you hit Play?
e.g.
private async void Awake()
{
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
Debug.Log($"PlayerId: {AuthenticationService.Instance.PlayerId}");
}
For folks using Cloud Save, I just wanted to call out an update last week:
The new Cloud Save SDK for Unity (v3.0.0) is avalible in the Package Manger now, as of last week. While all the methods in v2.2.1 are still there, we have exciting new features, some much easier to use methods and some new features.
There are still some places the updated SDK documentation is rolling out to, but you can find a sample in the SDK itself that you can add as an asset, and there are some examples at https://docs.unity.com/ugs/en-us/manual/cloud-save/manual/cloud-save-usage#Using_Cloud_Save_with_Unity
We should have some more examples up later this week, but I call it out as if you are using Cloud Save already you might really appreciate some of the improvements - especially around seralisaration/deseralization, write locks, both player and non-player data, access classes (public/private data), files and the ability to trigger Cloud Code scripts to run when data changes in Cloud Save.
Hello, I would like to ask what method would be good to use when I want to save a PlayerProgressionData.json inside Unity Cloud or is that even possible?
Hi there!
So yes, you can do this with Cloud Save, in two ways!
If you are working with Key/Value JSON data, and it's under 5 MB total (which it probably is, if it's a JSON object) then you can use Cloud Save's Player.SaveAsync() method to save a dictionary to the cloud.
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using Unity.Services.Authentication;
using Unity.Services.CloudSave;
using Unity.Services.CloudSave.Models;
using Unity.Services.Core;
using UnityEngine;
public class CloudSaveExample : MonoBehaviour
{
private async void Start()
{
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
SaveGame();
}
private async void SaveGame() {
Dictionary<string, object> saveData = new Dictionary<string, object>
{
{ "key1", "value 1" },
{ "key2", "value 2" },
{ "key3", "value 3" }
};
Dictionary<string, string> result = await CloudSaveService.Instance.Data.Player.SaveAsync(saveData);
Debug.Log($"Successfully saved data {string.Join(',', saveData)}");
}
}
You can save and load keys individually or load back everything at once with var results = await CloudSaveService.Instance.Data.Player.LoadAllAsync();
If you want to store save game data that is not JSON data (or is a large save file, between 5 MB and 1 GB) you can use Files methods to save/load save game files.
e.g.
await CloudSaveService.Instance.Files.Player.SaveAsync("yourFileName", bytes);
With User Generated Content, how do you load a prefab from Content.DownloadedContent? It has uploaded just fine. I can get the thumbnail but the docs don't explain how to convert the byte[] back into a gameobject
Hello!
Is anyone having issues with Unity Cloud Build? It seems like all my build are getting cancelled after a few seconds and they disappear from my history, I don't get any errors or anything
Well, it seems the issue was with the monthly cap, why it wasn't giving me an error I have no idea, but FYI
Anyone having trouble signing into the Unity Asset Store? Everytime I go the page and/or try to sign in, I get a white page that says "Input Error" "reason" : "Query parameter is invalid. Failed to get current clientId asset_store_v2"
nevermind, it looks like it's just not me
Yeah, seems like it's not working for me either. UVCS also stopped working randomly while in Unity just now
Yea. Unity Login is down
https://status.unity.com/
Unity Services's status page provides information on the current status and incident history of Unity Services.
should be fixed now
Yep it has just let me in finally
Hello again, so this is what my playerStats class look like, so what I do is I serialize it to a JSON format using Newtonsoft.Jason package. Is it possible to save this type of data into Cloud Save? because I don't think a dictionary is not able to fully store all this.
using System;
using System.Collections.Generic;
[Serializable]
public class PlayerStats
{
public int Health = 100;
public string Name = "Player Name";
public float BaseAttackSpeed = 1;
public int Level = 1;
public bool HasUnlockedSomething;
public bool HasUnlockedSomethingElse;
public Dictionary<Slot, Equipment> Equipment = new Dictionary<Slot, Equipment>()
{
{ Slot.Head, new Armor() {
Name = "Tiara",
EquippedSlot = Slot.Head,
Rarity = Rarity.Common,
Value = 5,
Defense = 1
}},
{ Slot.Chest, new Armor() {
Name = "Rags",
EquippedSlot = Slot.Chest,
Rarity = Rarity.Common,
Value = 5,
Defense = 1
} },
{ Slot.Legs, new Armor() {
Name = "Rags",
EquippedSlot = Slot.Legs,
Rarity = Rarity.Common,
Value = 5,
Defense = 1
} },
{ Slot.Feet, null },
{ Slot.Hands, null },
{ Slot.Neck, null },
{ Slot.Ammo, null },
{ Slot.WeaponLeft, null },
{ Slot.Shield, null },
{ Slot.TwoHandedWeapon, null },
{ Slot.Wrist, null }
};
public List<Item> Inventory = new List<Item>() {
new Item() {
Value = 1,
IsConsumable = false,
Name = "Gold Pieces",
Rarity = Rarity.Common,
Quantity = 10
}
};
}
So you can store as much as you want in a single key/value of Player Data (up to the 5 MB total limit), so you can have one key like "Slot_Head" and have a JSON string as the value.
Of course then you would need to turn it back from a JSON string into an object when you read, but that's a pattern a lot of folks use.
(I appreciate you asking as this sounds like something we need to add an example for to the docs!)
Thanks, i have another question, Is it possible to save a JSON into the Unity Cloud Save using the File method without having to create a file in my local system?
Hmm from memory I think yes, as I seem to recall the option can take data in different ways, I think including a stream so it should be possible.
It might be a bit slower than you'd ideally want, depending on your mechanics (Cloud Save Data should fast / low latency, but Files is a different mechanic and more like uploading/coping a file to a network drive.)
Has anyone tried using the User Generated Content service?
sorry for late reply, didnt have time till today to look at it.
So for some reason this weird behaviour only occurs in editor if my initialize is in start and sign in is in another function putting them both into awake like you suggested actually fixes this issue. 
Either way fix is a fix just strange behaviour
Hello everyone, can someone please help me with a problem related to Plastic SCM? It isn't connecting, I am getting the message "Cannot Connect to Plastic SCM Server". Any help would be appreciated.
hello, may someone help me with this error:
Hello, I am having trouble trying to fix this any insights on why this might happen? shouldn't the load async method return string,string because i also use string,stirng in the LoadData() method.
i mean SaveData() method^
oh it looks like I have to change the attribute string,string to string,Item. but how do I convert that "Item" to a "string"?
You could try Dictionary<string, object> there and see if that "just works" (depending on how the item gets seralized). You might need to handle serialization / deserialization yourslef though.
There are some examples for doing that in C# for Cloud Code, but I'm not sure if we have a tutorial for doing that in C# for Unity yet - that's something we should definitely add to the docs.
This is an example for using Cloud Save from Cloud Code save a Quest system which might be helpful:
https://docs.unity.com/ugs/en-us/manual/cloud-code/manual/modules/use-cases/quest-system
found a work around it and used it like this, although I haven't tried it but it looks like it might work?
Something like that looks good! I can't remember off hand what we aligned on internally as a good way to suggest to folks, but I'll make a note next week for us to add a tutorial to specifically to cover saving and restoring objects - and maybe improve how we link to various examples we have.
(I remember we were debating if we should cover using PlayerPrefs or not, as a lot of people were using that to save similar data, even if it's not quite intended for the same purpose.)
If you have't seen the already, the "Sample" in the SDK is worth loading into a project (apologies if you hae done that and its not been helpful!). I appreciate hearing about pain points as it helps prioritise where we need to improve documentation / onboarding; we know it's more difficult to figure out than it feels like it ought to be.
Thank you for that, haven't tried loading in the Sample Project but I was mostly using this documentation as guideline for it.
https://docs.unity3d.com/Packages/com.unity.services.cloudsave@3.0/api/Unity.Services.CloudSave.Internal.IPlayerDataService.html
Ooh I now saw this link which is just a better looking documentation for Cloud Save too
https://docs.unity.com/ugs/en-us/packages/com.unity.services.cloudsave/3.0/api/Unity.Services.CloudSave.Internal.IPlayerDataService
is there a difference between unity3d.com and unity.com?
@warped portal Hey yeah I saw that you were using Start() rather than Awake(), I know they behave differently but I also don't understand why it would not work the way you had done it! I will have to ask someone who knows more about the internals (or maybe on the Authenticaion side) to understand exactly why it behaves like that! I will also call it out in the documentation though.
Not intentionally! We have been trying to align things under the same domain but it's taking a while. We know the format of those docs are hard to read and navigate and are working on improvements to them.
Ooh okay, I got it. Thanks for the help btw!
will therebe any problems in my project if I update my Authentication Package from 2.6.1 to 3.0.0? I currently use it for Ads and Cloud Save
No issues! Lots of neat new stuff in the new Authentication package (including setting custom names for players via the SDK) that all works great with Cloud Save.
Thanks will update it then. Thank you again.
How should I handle data from cloud? Im currently having a problem where my DataManager script is accessing the CloudSave script when it is not yet finished fetching data from the cloud, how should I go about this?
Hi! I am using a mac and my speech recognition doesn’t work like it did on my pc. I read it has to do something with permissions but no luck with enabling them. Anyone knows how to enable microphone on Mac for unity?
to create a dedicated server game, do I need to use "Netcode for Entities" only?
or can I use "Netcode for Gameobjects"?
It sounds like entities for ECS(Entity Component System) but idk
Morning all, I'm looking to check 'redeem codes' against a global database, to basically determine if the code has already been used by another user or not.
Is there something withing UGS I can use for this?
what ya using for database ?
We don't have one, that's what I'm looking into. We're currently using the Unity Cloud system for users data. But I can't see any public system here.
I was hoping there would be something within UGS I could use.
cloud save is just local to each player from my understanding
there dont seem to be a way to fetch all
Yeah, it does seem to be just that from what I've managed to read up on.
ye i personally just run a cheap mysql database
and I made API in php for now to do requests
since all that comes with like a few dollar a month host and I use website anyway
Daaaaamn, I was hoping to avoid that. 😄
Might be what we end up doing though.
Appreciate the suggestion.
dunno maybe there is something, but I had similar issue before
but I had this db for years so was like might as well
Cloud Save now has custom items (not tied to players) which you could use to track the coupons. There's some documentation for them in the Cloud Code sdk docs here https://cloud-code-sdk-documentation.cloud.unity3d.com/cloud-save/v1.4/dataapi#getCustomItems
You could use cloud code to perform validation on the coupon receipt
iain.collins mentioned above that improved docs are coming for the new cloud save features
#archived-unity-gaming-services message
Edit: docs here https://docs.unity.com/ugs/manual/cloud-save/manual/concepts/game-data#
The public Unity Services SDK documentation for Cloud Code
Hello, Is there anyway to format stuff inside the Unity Cloud Save? I serialized my player data to json with the format parameter but it still shows like this
Hmm interesting, happy to look into that case.
The Dashboard should try to format the if the object if it is not too big, but looking at that example it might the \r\n that are causing problems, it might not technically be valid JSON (at least as far as the formatter is concerned, I'm not sure what the spec says off hand!)
If there is an option to strip newline and carriage returns in the serialisation tool you are using that might resolve that issue.
If you DM me your Project ID (and/or Player ID, if there are a bunch of players) I'm happy to take a look and see if it's a bug in the Dashboard viewer that it's not formatting it for some reason.
From Cloud Save documentation:
Only Player Data in the default access class is currently supported in the Unity SDK.
Player Data in any Access Class can be accessed using Cloud Code or from a Game Server.
What are the options to access the Cloud Save from a Game Server? REST API only?
This is a great question!
Currently we only have Unity and Cloud Code SDKs (in C# and JavaScript) for Cloud Save.
It would be great to get feedback to understand what sort of SDK format for UGS SDKs would be most useful for developers (e.g. C#, C++, specific to other engines, etc). We do have some SDKs that are native and/or for other engines, but not currently for all SDKs.
(I would love to see us have isomorphic C# SDKs that can be used on a Game Client or a Game Server, and auto-generate SDKs for other languages / platforms, but understanding where the demand is helpful to help prioritise.)
I'm trying to make a server-client netcode game, but I'd rather have all the logic and save/data on server side.
I was thinking about having the cloud save only on server side (ServerRPC) and deleting some parts of the most vulnerable ServerRPC code in the client build.
There are 2 things that I need to know before I proceed with the project:
- What type of DB should I use (I was thinking about unity cloud save but don't know yet how to manage it on server side)
- I don't know yet how to authorize the player when connecting to the server. I have the AuthPlayerId, but I believe it should be done better than just sending the AuthPlayerId in ServerRPC params.
Thanks for the extra info!
If it helps, when using something like Cloud Code (serverless functions in C# or JavaScript) the Player ID is enough to read/write from a player, as uses a Service Token.
https://docs.unity.com/ugs/en-us/manual/cloud-code/manual/modules/how-to-guides/cross-player-data#Update_top_5_player_data_using_Cloud_Save
You can also use a Service Token with the REST APIs in the same way from a game server, although it's not currently as well documented exactly how, which I think we need to address, including any differences in rate limits that might apply.
We are really keen to support server authoritative flows, is very helpful to know you were considering ServerRpc.
I've enquired internally about if some recent changes to a core module to make it easy to invoke SDKs as multiple players can be used this way (in ServerRpc at scale, at runtime), or if that feature is intended for development mode only (e.g. for development / testing) I'll follow up when I've learned more about that.
Yeah, with the the netcode and RPC making multiplayer games is so easy.
And for the logic and database the UGS seems to be a great idea, but if only there would be a nice and easy way to connect these two 🙂 ... than UGS could be a brainer choice for server games.
You can use either. If you're using a DOTS game architecture "Netcode For Entities" (N4E) is probably the best fit. If you're just trying to use MonoBehaviours then "Netcode for Gameobjects" (NGO) may be the way to go.
Thank you so much.
Is there any way to see why matchmaking might fail in UGS? For some reason, just this week we've started to see that when we deploy a fresh build, the first matchmaking attempt always fails. All after that succeed. Checked server logs and UGS didn't even try to allocate one, so it's not a server coming up and crashing..
I saw this answer, but... really wasn't an answer - https://forum.unity.com/threads/matchmaker-ticket-timed-out-but-seerver-still-allocated.1420367/#post-8977066
don't understand the "once servers are warm" comment in there either, since when this happens, there are two servers marked as "available" - thus they should be warm already. Increasing pool timeout (trying everything at this point) doesn't help either. Has in here experienced similar w/ UGS matchmaking?
Anyone knows if i use Unity IAP, and use Windows Store for payment, will user be able to do purchases even if the game isn't uploaded on Windows Store?
Or does the game absolutely need to be uploaded on Windows Store?
Would it work if the game is on Epic Game Store, or Steam, or other, but use Windows Store for IAP ?
Hi @young drum! For the data seralization, actually I think if you don't use JSON seralization at all when saving with latest Cloud Save SDK for Unity (3.0.0) that should cause it to be saved, returned and displayed as a object and should resolve your issue.
I'm realising now the confusion is that that previous versions of both the Unity SDK and the Cloud Code SDK for Cloud Save both behaved differently to the new save methods, that will automatically seralize/seralize objects correctly. If using the old style approach of saving as a string it will always be treated as a string, including when viewed in the Dashboard (and so not formatted nicely like an object would be).
Some of the documentation online, including pages I linked to, I think is for an earlier version, which is cause of confusion there - we are working through all the examples to update them.
So I have bounced around with multiple backend services, since the start of my game. UGS, PlayFab, Firebase, etc... The one I am one right now (not UGS) I see consistent outages... At least every other week, depending on the service, sometimes weekly. When was the last time there were issues with say, Match Making in UGS? How long has it been out? Honestly the backend services in my game are easy to interchange. At first I was looking at cost. As I am getting closer to launch, I'm thinking about stability. Can anyone provide insight on this?
Oh I see, so what method should I use and how will I pass my object onto Cloud Save?
Oh i got it already. Seems like it was okay to just pass on the object itself. Thank you so much.
Hi @grave moon, UGS has a status page (https://status.unity.com/) with history of incidents that you can have a look at (https://status.unity.com/incidents). In general, we have highly stable services. I had a look at the uptime across the multiplayer, liveops and authentication services and I saw over 99.99% uptime over the last couple of months for players (aka four nines - see https://en.wikipedia.org/wiki/High_availability). This translates to around 5 minutes of downtime across services per month in the worst case, or less than 1 hour downtime per year.
For matchmaking specifically, the only significant incident I see was in August and that was resolved within 1 hour.
This is great news, thank you for the links!
Morning all, a question on an issue I'm having for user authentication, if you could help.
Randomly, players seem to lose their entire accounts - and are given a new randomly generated User ID. What could cause this?
Hi @grave anchor , this might happen when a player reinstalls your game or deletes player prefs somehow. The player session tokens are stored in playerprefs, when player prefs are cleared, they will need to be logged in again from scratch (see https://docs.unity.com/ugs/en-us/manual/authentication/manual/player-prefs and maybe more specifically https://docs.unity.com/ugs/en-us/manual/authentication/manual/cached-players). Signing in anonymous players with the same player id is not recoverable when the session token is deleted from player prefs. Also have a look at tying a playerId directly to a platform-specific sign-in https://docs.unity.com/ugs/en-us/manual/authentication/manual/platform-specific-signin
Hey Francois, thank you for this. I've been debugging more and more, and I think we have two issues.
One as stated above, the other is that users cloud data (json) isn't returned into Unity once they get 2+ saves.
I'm wondering if we're corrupting/invalidating the JSON formatting and it's killing the process. Going to setup some debugs...
OK, I think I'm nearly there. There's an issue with the game pulling players cloud data, it doesn't always do it...
I've got an async setup where I wait for my instance not to be null, but the code that follows this is still firing faster than the UGS Cloud Saves instance takes to debug log that it has initialised.
I'm using
//
if (AuthenticationService.Instance.IsSignedIn)
{
while (UGSCloudSaves.instance == null)
{
await Task.Delay(25);
}
await GameData.instance.LoadLocal();
//
The function of LoadLocal() is firing debugs faster than my UGSCloudSaves instance is debugging instantiated, and all that's waiting on is
//
while (!AuthenticationService.Instance.IsSignedIn)
{
await Task.Delay(25);
}
Debug.Log("UGS Cloud Saves Init Complete");
//
Is there a better / proper way to do this? It's like my UGSCloudSaves isn't ready. I've even tried making the Cloud Saves script execute faster than the script that calls its function, one is at 300 the other 1000.
If I keep Playing and stopping the project in Unity Editor, every now and again it loads the cloud data correctly...
^Would like to have some help in this problem as well, my other Game Managers that are accessing the data from the cloud is still going faster
OK, I think I'm nearly there. There's an
Oh yeah and I have a question is it okay to make the script where I am implementing the CloudSave to be a singleton? because I am using it in tandem with a DataPersistenceManager that is getting Data from all my Scenes.
Randomly, players seem to lose their entire accounts - and are given a new randomly generated User ID. What could cause this?
on which platform?
what is your game
@grave anchor GameData.instance.LoadLocal() what does this do? i think there is probably an application bug where you think that the user has not logged in / has no account, and then you create a "new save" for them and clear all their old data
it looks like it takes a very long time to load the cloud saves. so i guess you just sit and wait for that, and don't let th eplayer do anything. do you have a sense for how long that ordinarily takes?
Hello, it seems that I am having problem getting Player Data using this method, when my game passes through here, my editor freezes. What could be the cause?
this is how it is being called from the other script
this.playerData = this.cloudDataHandler.LoadData();
you have to await async methods.
it looks like you call the LoadDataFromCloud method in exactly one place. imagine if it were inlined. now LoadData has to be async. you have to be async all the way up the stack.
Oh, so LoadData() and the method that entails this.playerData should also be async?
you can also use it like a coroutine. if you feel like you are unsure what to do / how to deal with it, you can try asking chatgpt and it will give you correct examples of how to deal with this
it's not so simple. because LoadData is called in exactly one place, which will also need to be async
so without seeing your whole codebase it's hard to say what you should do
there are lots of ways to use async / await in Unity. you can ask chatgpt for all the examples and possibilities and work through it
Thanks for helping!
hmm, unity cloud build included the "DoNotShipWithYourGame" folders in our build. how do i turn that off?
hi there has anybody managed to obtain a stateless token as per : https://services.docs.unity.com/docs/service-account-auth/
I've created the base64 encoded string of my key & secret, (in c# & terminal) and I've been unable to get any response other than 401 back
Admin APIs allow you to access and configure Unity Services as an administrator. To authenticate admin APIs, you must create and use service accounts.
based on the text of
Authenticate an API using service account credentials
To authenticate an API using your service account credentials, open a terminal and enter the following authorization HTTP header:
curl -H "Authorization: Basic <SERVICE_ACCOUNT_CREDENTIALS>" \
https://services.api.unity.com/<ENDPOINT>
The <SERVICE_ACCOUNT_CREDENTIALS> is created by Base64 encoding the string <KEY_ID>:<SECRET_KEY>. It uses the key ID and secret key you generated when you created a service account.
For example, if your key ID is 7e0f1152-e0dd-4b14-8e37-04cab07efeb0 and your secret key is NKxoRp2m2w3e9gzJfssNQnTfypFgtJn7, your header will be 7e0f1152-e0dd-4b14-8e37-04cab07efeb0:NKxoRp2m2w3e9gzJfssNQnTfypFgtJn7.
unfortunately it looks like they don't know
the curl command is also wrong
@daring wolf you can try curl -L --user 7e0f1152-e0dd-4b14-8e37-04cab07efeb0:NKxoRp2m2w3e9gzJfssNQnTfypFgtJn7 https://services.api.unity.com/endpoint
My total code can be found here: https://pastebin.com/TTqQDbvR
I get a null reference error when ever I try to access the data in a PlayerDataObject.
{
try
{
Debug.Log("Listing Players in " + joinedLobby.Name);
//Debug.Log(joinedLobby.Players[0].Data.);
foreach (Player player in joinedLobby.Players.ToArray())
{
Debug.Log(player.Data["playerName"].Value + " " + player.Id); <---
}
} catch (LobbyServiceException e)
{
Debug.LogError(e);
}
}```
I put the data in the player object with the GetPlayer() method:
```private Player GetPlayer(string playerName)
{
return new Player
{
Data = new Dictionary<string, PlayerDataObject>
{
{ "playerName", new PlayerDataObject(PlayerDataObject.VisibilityOptions.Public, playerName) }
}
};
}```
I have no idea what to do because I have never used DataObjects before now.
Any help would be greatly appreciated.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
which platforms do you build for?
just windows?
windows, mac, linux. we see it on windows and mac (will check linux in a few)
linux build..
Hello, I am just starting to use Cloud code and I was wondering how should I handle race conditions or if they are somehow handled for me automatically? I'm planning to build a social feature where users can interact with each other and change state independently, so race conditions can occur
Interact with cross-player data
Hi folks, what is the best way to get the session token after having authenticated with Unity? I see the session token in the debugger, but I can't access it via AuthenticationService.Instance. I read from the docs that there is also a copy PlayerPrefs, what would be the GetString command to get it?
you can try enumerating all the playerprefs keys or finding it in the registry if you're using windows
why do you need the session token? i don't think it does what you think it does
I have authenticated the user in the unity client and want to perform to operations in the back end. I'm looking for a way to make sure the API call on the backend is done by someone that is authenticated
can you give an example?
Example of what? on the backend?
it's too abstract. i am asking where concretely you expect to use this particular session token
to figure out what you think it does
I thought I could authenticated in the back end with https://services.docs.unity.com/player-auth/v1/index.html#tag/Player-Authentication/operation/SignInWithSessionToken
Like I sign in on the frontend in the unity client, and when i need to perform something in the backend I send the session token, authenticate in the backend and can perform the task securely in the backend
can you give a concrete example of what you want to do in the backend?
you wouldn't use the user's session. UGS is not a "zero trust" API. you would use your own service account in the backend
that's why you can't access this token
it's called a session token, though their documentation - which is absolutely riddled with errors - calls it variously an access token or session token
it is really a session... something. something opaque.
I have the access token from Google Signin and can authenticate with Unity, my goal is to verify the person doing a call on the backend, not sure how to do that
are you saying you used the link API or what exactly? the Google Sign In token authenticates the user
so you can send that to your backend, and use the google APIs to validate the token it gave you and prove the user ID associated with that token
i have no idea why the Unity documentation seems to lack a C# snippet for retrieving the user's ID token in C#, which is what you could use to authenticate on your backend (but is not really the purpose of such an ID)
their APIs aren't really designed for your use case in mind
which seems crazy
@full flint does that make sense? i mean why are you using UGS at all
Cloud Save, Multiplayer, etc.
but none of those things need your own backend
they kind of want to own your backend
meaning that you don't have one
the backend if for interacting with Web3 wallet, technically I could do it on the dedicated server, but I wanted to limit the number of session held on the Dedicated server and do all this cheap simple transaction from a Node.js server
with calls from the client or the dedicated server
also if the url of the API leaks I want to make sure only authenticated users can call it
i think you're at the start of a long journey
indeed
no matter what, in any scenario, unless you run your own IdP (meaning you own the web page where the user creates a username and password)
you will have to explicitly ask the IdP (meaning google or Unity) to allow your backend to be "sign in with Google" or "sign in with Unity" because of the way this is architected
so you cannot reuse a login from the user's Unity client to also login with your backend
does that make sense?
your application would pop open a browser and it would hvae a login with unity or login with google play services
or whatever
can you maybe share a snippet of code for how you're using UGS to authenticate using google play? @full flint
Actually not google play
whatever it is
I'm Using OpenID Connect
