#archived-unity-gaming-services

1 messages · Page 5 of 1

fair hedge
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Understood, so is there no where in the web dashboard that the username's appear?

mental umbra
random rivet
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can i use UGS lobby/matchmaker/game server withmy own authentication service? or do i need to use theirs?

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and are UGS systems SDK using statics or not? My game cannot use any statics in it for technical reasons

random rivet
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looking at the unity sdk though seems theres a lot of singletons :S

warm badge
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They all use Singletons. But you can use the REST API if you need to

random rivet
random rivet
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one more question, whats the local dev experience like for ugs?

warm badge
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There is a Deployment package that is helpful in uploading config changes to the UGS services though

random rivet
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hmm so i cannot test lobby/relay/matchmaking from the editor?i thought i should be able to upload my game server and test those locally

warm badge
random rivet
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think i got it

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thanks

exotic python
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Hi all, I ask here as I read in the Unity Forum post that GameFoundation tutorials are no longer supported. I can not see the package Game Foundation in Package Manager (not even enabling Previous) in Unity v.2022. According to this Unity worker https://forum.unity.com/threads/update-on-the-status-of-game-foundation.1240801/ GameFoundation was replaced for UGS, but this is a problem as there are more than 30 UGS! Almost all are different packages to install and it is crazy to know, where each of the previous GameFoundation features is now, before they were all on one page...??? So, **how do you manage to localize and implement all these features previously located in GF and now in UGS? **Thanks!!

warm badge
alpine condor
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How can I use service account in my dedicated server with Multiplay service? It looks like RemoteConfig requires authentication?

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alpine condor
exotic python
ebon wing
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Hi, who know how to check if Player can connect to Cloud saves?

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Via try catch is it only one way?

ebon wing
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I think I already found the answer - try catch should work fine

spring rain
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henlo people

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here I can ask for help in regards to lobbies, right?

spring rain
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nice nice

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well, I was able to get my lobbies created, and also the join lobbies

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now I would like to be able to assign the host name and guest name

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do I need to start using relay from this point?

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primal shuttle
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I'm creating a vrchat world and testing animations

using Udonsharp I created a script to rotate an object

now I wanna know... is using the animator more computationally challenging for quest users than this or is this good?

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I want to know what is more optimized

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because if I use this method it would be just a drag and drop to apply an animation

but I have never used the animator so yee

nova reef
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I'm currently using version 2022.3.22f1's High Def 3D Core Template and I'm trying to build my game, but it's taking 32 minutes and is most compiling shader variants. I've deleted anything I'm not using. Is there anything I can do to help decrease build time??

orchid swift
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Just installed Git for Unity, and for some reason after selecting files to commit, the files are deselected? Can't find anything like this online. Git CLI doesn't open. Committing works if you hit the select and commit button really quickly, but I'd like not to do that. Is the best solution to just not use Git for Unity?

worn tulip
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Hi, does game server hosting in UGS has an one hour limit till it deallocates or it can be on with no time limit?

kind fox
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For Vivox pricing is one CCU a player currently in a channel, a player who is currently logged in, or a player who just initialized, or something else?

warm badge
kind fox
unborn warren
frank edge
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I'm looking for a video that shows how to use Unity's cloud authentication service with Steam.

random rivet
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can i put a spending limit on UGS?

frank edge
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Thank you very much

warm badge
random rivet
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do they have an open api so that we can make our own custom solution maybe then?

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random rivet
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random rivet
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or even polling on an api to check

frank edge
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Today you are rich, tomorrow a hacker group has made you poor. Seems awful

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IMAGINE you forget your login password and it's costing you thousands per min

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it looks like thereis a Total budget

warped nova
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I implemented unity ads in my project and I don't understand why I can only see 8 ads (then something with "no fill" appears). what should i do?

balmy harness
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Does monetization with ads go through unity if my game is in google play

primal shuttle
primal shuttle
unborn warren
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Ah, well, I have no idea about that.

random rivet
pallid furnace
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lol

frank edge
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There needs to be a hard cut off limit

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I mean you could change something in your game on accident and cost yourself thousands if not hundreds of thousands.

random rivet
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yeah feels very predatory...

frank edge
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I mean you push something wrong into release oof

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It does

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Maybe we need to address this with Unity directly

random rivet
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doubt they care 😄 they said theyll look into it 2 years ago and then went MIA

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@copper lynx is there any plans from unity on spending limit on UGS?

uneven coral
frank edge
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^ lol

uneven coral
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@frank edge Is the concept of this being a community space escapes you? You should familiarize yourself with #📖┃code-of-conduct as well. If you have suggestions or support requests direct them to forums/discussions suggestions threads.

frank edge
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I'm not stupid

uneven coral
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@frank edge I suggest you stop spamming off-topic here.

frank edge
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Abuse of power, toxic harassment of developers is not okay.

uneven coral
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!mute 776165664482000967 3d ignoring warnings, spam

boreal gladeBOT
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dynoSuccess lordbaileydev was muted.

ebon wing
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I can login via Unity Authentitication to facebook from Android game or from Editor. But on IOS I got "invalid token" exception. Do I need to publish game first and than add the Game store ID to facebook settings to be able to login from IOS, or do something else?

mental umbra
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Hey folks!

On the concerns over billing for cloud services:

I can’t speak officially to how we handle billing issues, but while I understand the worry that the potential for unexpected bills can cause, if there was some kind of abuse or problem that wasn’t caught or prevented by per-player / admin account rate limiting that resulted in very high usage, that is something you could talk to a client partner about (if you have one), or to support and see if there is anything they can do to help.

I know it’s the sort of thing that can make folks hesitant to use cloud services, but for what it’s worth I can’t think of any incidents of our Game Backend services (at least across Cloud Code, Cloud Save, Leaderboards, Authentication , etc) where something hasn’t been caught by guard rails and has actually ended up being a significant issue for a developer.

I think some of the things teams are working on this year will improve visibility of usage across services, especially when it comes to catching unintended behaviour. Probably the biggest practical risk developers face is something like accidentally releasing a build with some sort of cloud logic in a core game loop, but even then there are emergency breaks developer can pull (like Access Controls) until they can get a patch out. I don’t think anyone has had actually had to resort to that though.

mental umbra
# ebon wing I can login via Unity Authentitication to facebook from Android game or from Edi...

Hmm are you using the same Facebook credentials for the Android version and the iOS version? Happy to try and replicate if you are having an issue!

I assume you have seen this already, but if not you might find the first-party Facebook documentation for their Unity SDK a little more comprehensive than our guides for them (or Apples guides!) 🙂
https://developers.facebook.com/docs/unity/getting-started/ios

ebon wing
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Thank you for the link I followed it -looks like I setup everything correct. It is strange because when I press login from IOS app it is redirect me to facebook login screen and I got access token it looks correct (I'm not sure if it is actually correct), at least it is not empty and string looks similar to access token from meta site. But from meta site token always start from GGQV in my app doesn't.

ebon wing
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ok just add GGQV before the token doesent works too.......

mental umbra
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Hmm not sure what is going on there, I have a build of an Android project with Facebook SDK integration open as it happens, I'll try doing a build of that for iOS later and let you know how I get on (and if I see the anything similar)

ebon wing
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@mental umbra I found in the internet that I can get wrong token for iOS 17 because user didn't agreed for the app tracking. I will try to add agreement to my app and test it again.

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I found this answer in the internet: "These are what I discover when using version 17.0.0 SDK with iOS 17+
With AppTracking Transparency enable for your App -> receive a valid FB AccessToken
With AppTracking Transparency disable for your App -> receive an invalid FB AccessToken"

mental umbra
ebon wing
random rivet
# mental umbra Hey folks!

 On the concerns over billing for cloud services: I can’t speak of...

Thanks for the info, though i still think forcing manual actions where real money is at stake is slow and error prone. Do you know by any chance if unity has any timeline on setting automated limits? Im not able to wrap my head around how theres a real implementation for budget alerts, but its actions are limited to email and not customizeable? I would rather pay 50 bucks each month or whatever flat fee to subscribe to a system that called a webhook or directly shut the system down. Feels like unity is assuming that people trying to use ugs will have their eyes on their email 24/7 without any sleep. And im sure the protections are fine and i will most likely give ugs a shot, but the feeling will be there until unity puts some way to control this

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Is there any api i can call to see my spending?

mental umbra
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Thanks for the info, though i still

ebon wing
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@mental umbra I changed my facebook SDK to 16.0.2 and now it is working, without adding any new permissions.

mental umbra
# ebon wing <@1068529132905963642> I changed my facebook SDK to 16.0.2 and now it is working...

Thanks for the update! I'll note that and check out both versions on iOS on the SDK when I am back next week.

I'll update our documentation for to recommend a specific version (or different setup steps) it if we also see different behaviour; we are looking at a bit of an overhaul of the authentication documentation to make it easier to on board - I appreciate it gets confusing when you have to jump between Unity, Facebook and Apple docs, and both the SDKs and the documentation shared between them get out of sync.

sly gorge
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Hi folks, just a quick heads-up that .NET 8 and 9 are now supported by Cloud Code C# Modules, and we've also improved the visibility of Modules in the dashboard. See the full announcement here: https://forum.unity.com/threads/cloud-code-c-updates-net-version-upgrade-and-module-details-page.1611615/

calm flicker
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Hi,is there anyone know why unity relay service always got time out exception ?It used to be good,but recently it requires use of VPN.

ebon wing
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About Cloud Save Query Player Data, should I do the scene inside the game that will not be including in the build to create Query for example to find player who has a custom key and increase his game money? Or there is a better way? Or maybe there is possibility to create separate project that will have access to cloud saves of "Selected game" in Cloud Save?

warm badge
ebon wing
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ok thanks, I will read cloud code documentation.

barren mulch
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posted in wrong thread before

Hi I'm using unity player accounts in my game to handle authentication. I created a login feature just by following the sample package but it always redirects me to this error page. I tested the sample scene and it has the same error as well. It works fine if I build for android and play it on my phone, so I know I implemented it correctly. Just wanna know if I missed something to make it work in the editor, thanks!

spring rain
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I don't know how to join the players in a relay session or don't even know if that is what I need
at this point, I want both players to share their names, which is stored in PlayerPrefs
and be on a relay session, from there on I know how to do

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this is my lobbyhandler script

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I can get lobbies to work, create them and join them

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however, when I join them, it's like nothing happens

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I want to be able to, start sending them
[ClientRPC] and [ServerRPC] functions

warm badge
pallid swift
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Hi guys. I have a question: Can you tell me the services where you can set up a direct connection to the server in multiplayer? Or create it yourself? Let's say I created a server in the console. The player can only click the play button in the menu and he will connect to the server, which was created in the console on my PC

P. S. Photon will not work

warm badge
grave agate
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or you can use Alteruna

spring rain
pallid swift
grave agate
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it should

spring rain
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so I still need all of this, right?

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but, I will also implement the

"Create relay allocation, code and such"

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spring rain
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👀

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I'm feeling like I gotta get this done xD

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it's for a commissioned game

barren mulch
spring rain
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I'm using 2022.3.22f1

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but looks promising

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my next project I might, for this one since it's only a card game and I have done so much already I'll stay with 2022.3.22f1

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spring rain
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I would just add this line to the code I already have?

warm badge
spring rain
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🤔

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it looks like I don't need lobbies at all, do I?

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it's a hearthstone game, but no matchmaking, only private matches

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which you give your roomcode to someone and they join

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so here

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if I have the host and the guest, they can start the game

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are lobbies needed here? or just using relay would do it?

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~>

does this look right?

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spring rain
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ah, so I do need it

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does this look right?

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I feel like, I'm missing the relay join code when starting the host

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they use a "Task", I'm using a function "void"

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so I can't do the

return NetworkManager.Singleton.StartHost() ? joinCode : null;```
warm badge
# spring rain

You need to create the lobby after getting the relay join code

spring rain
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ah HHAHAHAH

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dumb me

warm badge
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Or you can all Update Lobby Data async if you need to

spring rain
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so, they're both connected now x)

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at the top right, I'm making sure they're also sharing the relay code

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I gotta go now but that's some advancement

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thanks a lot @warm badge I finally feel like I'm getting somewhere

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😭

barren mulch
# spring rain you could share your code
public class UnityAuthProvider : IAuthProvider
{
    private Action onSuccess;
    private Action<string> onFailure;

    public UnityAuthProvider()
    {
        PlayerAccountService.Instance.SignedIn += OnSignedIn;
        PlayerAccountService.Instance.SignInFailed += OnSignInFailed;
    }

    ~UnityAuthProvider()
    {
        PlayerAccountService.Instance.SignedIn -= OnSignedIn;
        PlayerAccountService.Instance.SignInFailed -= OnSignInFailed;
    }

    private async void OnSignedIn()
    {
        try
        {
            await AuthenticationService.Instance.SignInWithUnityAsync(PlayerAccountService.Instance.AccessToken);
            onSuccess();
        }
        catch (RequestFailedException ex)
        {
            onFailure(ex.Message);
        }
    }

    private void OnSignInFailed(RequestFailedException error)
    {
        onFailure(error.Message);
    }

    public async void Login(Action onSuccess, Action<string> onFailure)
    {
        this.onSuccess = onSuccess;
        this.onFailure = onFailure;

        await PlayerAccountService.Instance.StartSignInAsync();
    }
}```
The login function is called from another script when a button is pressed.
barren mulch
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Again I'm confused why it works on my phone when i build it but not in the editor

quiet yew
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i have a project im working on that im trying to share to a friend
is there a way for 2 people to work on the same project simultaneously

quiet yew
severe peak
barren mulch
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Are you using unity devops?

severe peak
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whats that?

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oh

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yes

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this thingy right?

barren mulch
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Yeah your project would need to be setup with it and you assign them a seat

severe peak
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oh i did that

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@quiet yew check ur email

quiet yew
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i see the file now

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but i need to update my version

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and its giving me an error

severe peak
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because i am on 2022

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maybe i should just go to lastest version

barren mulch
# quiet yew

Might have been too late accepting when it asks for administrator access

barren mulch
quiet yew
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were both on the same version rn

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but it won't let me open the project

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this is the log

severe peak
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anyone know how i can delete projects from unity cloud?

warm badge
severe peak
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for some reason when me and my friend make a change to the unity editor and we push that change in uniter version control we cant see each others changes

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NVM

weak folio
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in the unity cloud services, how can i archive multiple projects at once?

spring rain
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good morning guys

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I got lobbies and relay, once the game start do I delete the lobby?

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let's say here, in the lobby room, I press start the game

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I assume I don't need the lobby anymore

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also

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[LobbyRoomUIManager.cs]

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is this how I shuold call a serverrpc function?

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cause I got a debug error

spring rain
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this is all I have to do to be able to start calling them [ClientRPC] and [ServerRPC] functions, right?

spring rain
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this is my UI manager for this scene, the settings in the NetworkObject component I assume are correct

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also ~
Does this also closes the relay allocation, right?

warm badge
spring rain
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cool

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I assume I am

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however

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in my other scene, it's saying I'm not the host

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(this is in another scene, different script)

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I wonder, if it's because I'm switching my scene with the regular SceneManagement

nimble folio
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9 errors in Unity friend system asset

nimble folio
tidal saddle
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Muse is outdated on Cloud Save questions.
Is this not possible anymore, to retrieve / save data based on a unique user id?
Says SaveAsync does not have 2 arguments, what function should I look for?

tidal saddle
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Ty, I can see it now, muse is outdated
Only able to read, so I should refer to Cloud Code for saving on the server?

warm badge
tidal saddle
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Thanks for the answers!

spring rain
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now that I have lobbies connected and the relay allocation

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if I want to switch scene

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I would have to do it with a NetworkSceneManager? to go from the lobby to the actual game

spring rain
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this is in another script and it always return false

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do I need any other library? or making my lobby handler also a networkbehaviour?

warm badge
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oh i guess you could use NetworkManager.Singleton.IsHost

spring rain
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aahh let me try that

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and what about, them [ClientRpc] is never being called

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I get this error

spring rain
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spring rain
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yesss

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this one is a networkbehaviour

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it's saying this class is not present in the dictionary

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System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <27124aa0e30a41659b903b822b959bc7>:0)
Unity.Netcode.NetworkBehaviour.__endSendClientRpc (Unity.Netcode.FastBufferWriter& bufferWriter, System.UInt32 rpcMethodId, Unity.Netcode.ClientRpcParams clientRpcParams, Unity.Netcode.RpcDelivery rpcDelivery) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.8.1/Runtime/Core/NetworkBehaviour.cs:258)
LobbyRoomUIManager.ChangeLeaderImageClientRpc () (at Assets/Scripts/Other/LobbyRoomUIManager.cs:102)
LobbyRoomUIManager+<PerformDeckSelect>d__36.MoveNext () (at Assets/Scripts/Other/LobbyRoomUIManager.cs:93)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)```
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this is how I'm calling the function

torn sapphire
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Does Cloud Save allow inheritance with different "types"?
For example I have an Item that is inherited by Weapon and Armor
If I try to save Inventory that has a list of Items that can either be Weapon or Armor, would that work?
I tried it and couldn't get it to work, but maybe I missed something

gaunt sun
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!collab 👇

spring rain
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ah, it gave me a different error today

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I assume this is how I would spawn a network object

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but now it's giving me an error on the clients 😦

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how should I spawn a network object? do I have to wait until all players are connected before spawning it?

warm badge
tidal saddle
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Anybody who knows where to find a sample/tutorial that works with Unity Cloud Code, that saves a clients data on the server? I don't want it to be client sided, I've tried Muse & Chatgpt seems outdated

mossy crane
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Hello, I was wondering, if someone offers a FREE demo of their Asset Pack on the Asset Store that only includes 1 model (licensed under standard eULA) can I use the asset in my game or do I have to buy the actual Asset Pack?

raw cloak
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Not a UGS question. You would have to look at the license of the pack itself, it's not a universal yes or no.

mossy crane
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Oh sorry, which channel should I use?

raw cloak
austere crystal
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Hello, I have a sign in issue with my unity id. Forgot password and help options don’t work also. Can anyone help me here from unity team?

austere crystal
raw cloak
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This isn't an official support server, so likely not. What do you mean the help options don't work? Did you also forget the username or email you used with the account?

sick slate
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Hello, does UGS have a plan to let Cloud code access Cloud Saving's backup data?

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jolly frost
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hii, i am using ugc(User Generated Content) wed portal and in the wed portal comes the login page it shows that no authentication providers registered but i have username and password auth setup. So does username and password auth is supported in ugc

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jolly frost
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ohhh ok

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thx

jolly frost
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cause i just added it

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and it does not work

jolly frost
warm badge
jolly frost
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k, its fine

fringe sky
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Hey guys, i am using unity cloud save
and i am trying to make the player to change his name (playerName)
i want to make a function that check if there is any other player with the name he is trying to change ( CheckAvailability(string name) )

Anyone know how to query in cloud save?
I have seen that is asking me for a QueryOptions but i dont know how to use it.

fringe sky
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yes i have tried but it does not work

fringe sky
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fringe sky
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fringe sky
flint gazelle
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Hi, I have a question about the game-server-hosting service and WebGL.

I want to use WebGL as the client and use the game-server-hosting service to build a server. However, WebGL failed to connect to the server.

I guess it is because the server is using the wrong protocol but I cannot find a way to change it to websocket.
Where can I change it or are there other reasons for the connection failure?

brazen sundial
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In Unity Play I'm getting an error when I try to release the game. The game runs just fine in a browser. It says "Error: An error occurred in the Server Components render. The specific message is omitted in production builds to avoid leaking sensitive details. A digest property is included on this error instance which may provide additional details about the nature of the error."

past prism
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We need to be able to look up historical game server logs based on some id. Like a 'battle log'. Can anyone recommend solutions? We are considering Datadog

warm badge
past prism
left idol
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Does Unity ads work (I can get revenue) if I upload the apk to itch.io since I am 16 and you need to be 18 to upload to google play store?

jolly frost
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hii, i am working on ugc and for the auth for the wed portal i am trying to use firebase but how do i link the the firebase account to an unity player id cause it is need for ugc , i have added the api key and domain

random rivet
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is there any way to estimate the lobby/relay bandwitdh for UGS?

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relay i can estimate from my own game, but lobby depends on unitys UGS sdk integration no? how can i know how often they call their rest apis lol

warm badge
cunning perch
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so you will need to manually write the server ip and port into two strings and then do a


NetworkManager.Singleton.GetComponent<UnityTransport>().SetConnectionData(ServerIpAddress, Port);```
before starting the client
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there is a multiplay API that automatically gets the Ip and port for you, which will let you not need to manually write the ip address and port. Code Monkey talks about it in a video

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u will need to provide the API with the project ID in a script and some other stuff from cloud.unity.com (the multiplay section)

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make sure you keep those ID's secret and never share them

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you can find code monkey talking about the api here: www.youtube(.)com/watch?v=IvCVFywNXMc

warm badge
flint gazelle
torn sapphire
#

I followed the setup guide for Analytics, but nothing is happening.
It seemed fairly easy, I was already using other UGS services in my project, so I just had to install the Package I think?

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Or do I have to set up all the events myself?

warm badge
alpine condor
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I don't why, but it seems only myself in my team is able to change the remote config in UGS dashboard. All others are able to see the remote config but whenever they click edit. It goes wrong like the screenshot shows. I already added them as users and they are able to modify it from Unity Remote Config tab.

torn sapphire
# warm badge There are some built-in events but it's mostly around user acquisition and reten...

Yeah I just wanted the built in events, it looked like player count and stuff was built in?
But nothing is showing up in the dashboard, there's like a test event in the setup, it doesn't show up
Event Browser is empty, 0 events
The default Game performance dashboard, everything is at 0
I've installed the package and my project is linked to my UGS, I use it for other services like Cloud Save, which works
I'm certain at least 2-3 people played the game, but no new users or active users are getting tracked

torn sapphire
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A few pages down on some random irrelevant page it's mentioned you now need to call AnalyticsService.Instance.StartDataCollection();
I missed that, should really be added to the getting started page

torn sapphire
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Now I'm only getting invalid events because: "clientVersion": "",

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not mentioned anywhere in the getting started either

cunning perch
cunning perch
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No wait... I thought u ment that there was way to have a dedicated multiplay server using relay

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Relay servers in by itself has some problems. For example if one doesn't send a "heart beat" consistently, the relay servers close.

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Plus one has to have a "player" as a host with relay. Which may allow some people to cheat their coin/position values using cheat engine

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I do actually like relay though. Its awesome if one wants some (1-4) of their players to play quick matches with each other. But for managing player data (coin number, what skins the player has bought and so on). One needs a dedicated server with multiplay.

warm badge
random rivet
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can i login anonymous from 1 pc multiple times and be different accounts?

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im trying to do some local testing, and it doesnt seem to work, i cannot join the lobby first player connects, i get 409 error

random rivet
warm badge
warm badge
random rivet
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this is the only option i see

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ooh

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interesting

random rivet
random rivet
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mmm im doing some local lobby and relay testing... how am i able to generate this much data in a few days

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is there no rate limit or anything in these apis 😶 im just testing locally with 2 clients this is way too much data i dont understand how it can be the case

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it seems i was heartbeating in the update loop without any cooldown... But it seems theres no developer protection here at all :S im not sure why theres no rate limiting on the heartbeat api... i cant think of a scenario where it should be allowed to be updated more than every 5 seconds or so...

random rivet
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And i was calling heartbeat on update and never recieved any rate limit error

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I think their heart beat rate limit must be bugged if its actually supposed to br there

random rivet
# random rivet

In 2 days of testing with 2 accounts, theres no way i can make 13 million requests if this rate limit was actually there

random rivet
#

upon checking further, i see that there were some errors in my code, i was missing the await statement, and my refresh cooldown was set to 0, so i was calling the heartbeat api every frame and i couldnt capture the error was because the call wasnt awaited.

but now what i dont understand is, any malicious user can spam this api the same way no? Then theyll be able to attack my services and cost me money as much as they want? Isnt rate limiting supposed to overcome this issue?

sour geyser
#

Hello i am looking for someone who has implemented ads in his game i want help with it

#

Trust me i tried more then 10times but i couldn't

#

DM me if you can help ☺️

alpine condor
#

I am using Leaderboard in game server. I have the player ID for each player, how can I add these players' score on server side?

warm badge
# alpine condor I am using Leaderboard in game server. I have the player ID for each player, how...
GitHub

Community contributions to Unity Multiplayer Networking products and services. - Unity-Technologies/multiplayer-community-contributions

sick slate
#

Hello, I have a problem, my game on IOS has changed store, when user logs back in, game id is changed, has anyone had this problem?

tawdry hedge
#

hello, while installing unity the whole process stopped at "validating" does anyone know how to fix it?

exotic python
granite glade
random rivet
#

even though i login anonymously with a brand new account profile each time, when i create lobby it uses the account from the old login. Does anyone know how to fix this?

#

the top is the account i just logged in with, the second the is owner of the lobby after i just created a lobby(Which is the old account i was logged in with..)

#

and if i logout in on destroy, and login anoynmously in awake, this happens...

crude briar
#

What are some notable games that use Unity's Relay service?

jolly frost
#

hii, am stuck on UGC wed portal

#

can any one help me i am trying to use firebase as the auth

#

but the error is coming that This email already exists without any means of sign-in. Please reset the password to recover

#

btw i am new to unity

dense cipher
#

the top is the account i just logged in

versed hornet
#

Does anybody have knowledge of unity leaderboards?

public async void GetScores()
{
    var scoresResponse =
        await LeaderboardsService.Instance.GetScoresAsync(LeaderboardId);
    Debug.Log(JsonConvert.SerializeObject(scoresResponse));

    var test = scoresResponse.Results;
}

How do I read name and score of the var scores Response? I know I can get Results, but that is a specified object and I dont find anything online, as noone seems to use unity leaderboards

#

Ah forget it, it returns an array of types and I can just call

scoresResponse.Results[0].PlayerId;

to get the playerId for example

#

Took me a minute

versed hornet
#

Where do I paste the code?

#

Do I SignInAnonymouslyAsync() and the exchange the token or smth?

#

ahh.. I guess this resolved my issues

AuthenticationService.Instance.UpdatePlayerNameAsync(playerName)
idle zinc
#

I have a question about IAP (in app purchase of Unity), which is about Restoring

Does anyone know if returning result (👇) is called after calling

PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e)

for all the products at the end?

Or it is called at first then it goes to call ProcessPurchase for the products?

// Call the restoration method implemented in OnInitialized
extensions.GetExtension<IAppleExtensions>().RestoreTransactions((result, error) =>
{
if (result)
{
// This does not mean anything was restored,
// merely that the restoration process succeeded.
// You might want to inform the user that the process succeeded.
Debug.Log("InAppPurchasingService: Restoration process succeeded.");

     onRestoreSuccess?.Invoke();
 }
 else
 {
     // Restoration failed. `error` contains the failure reason.
     // You might want to inform the user about the failure.
     Debug.LogWarning($"InAppPurchasingService: Restoration failed: {error}");
 }

});

granite glade
# versed hornet Does anybody have knowledge of unity leaderboards? ```cs public async void GetSc...

scoresResponse.Results is a list, like List<LeaderboardEntry> leaderboardEntries

iterate over the list and each LeaderboardEntry has the playerId

public LeaderboardEntry(string playerId, string playerName, int rank, double score, string tier = default, DateTime updatedTime = default, string metadata = null) { PlayerId = playerId; PlayerName = playerName; Rank = rank; Score = score; Tier = tier; UpdatedTime = updatedTime; Metadata = metadata; }

versed hornet
versed hornet
#

!code

boreal gladeBOT
versed hornet
#

After the leaderboard was working for 2 hours, I now tried to build and run, and got an http error. Now I get one aswell in the editor, whenever I start play mode. Any idea why this is?

#

Added a try catch, getting this

#

Thanks for the great help, unity suggested not working in the production environment, but that's where it exists...

#

uhh well

#

do development builds not work in browser? A normal one works now

hazy kettle
#

I know this is quite specific, but has anyone have trouble downloading files from User Generated Content using the REST API web service? Specifically an auth error (not JWT token related as far as I'm aware)

crude briar
#

Is there a way to invite friends to my multiplayer game on steam if I’m using Unity relay and lobby?

warm badge
crude briar
warm badge
random rivet
#

whats the expected way to retrieve other players informations in UGS lobby?

random rivet
#

i see the GetLobbyAsync function returns players with playerids, but trying to access the profile object of those players is null

#

this seems like a valid field, but profile always returns null

warm badge
warm badge
random rivet
random rivet
warm badge
#

it would be a good question to ask in the upcoming multiplayer dev blitz day

And yea. I normally set the player name as a network variable

warm badge
analog crystal
#

Anyone familiar with Unity‘s VCS and Cloud? Did successfully upload a build and would like to push it to Testflight/App Store Connect now and I‘m not sure how.

random rivet
#

anyone understand when to use polling lobby.GetLobbyAsync vs subscribing to lobby events? how is subcsribing to lobby events costs registered on UGS?

#

i dont see anything related to subbing to lobby events, but my get api requests is the most (i poll every 10 seconds) im curious if i need to change it and not poll it?

warm badge
random rivet
warm badge
warm badge
#

The getLobby API was the only choice for a long time before lobby events were implemented. You probably don't need it at all at this point.

random rivet
oak quest
#

Is there a way to link custom ID Authentication to anonymous? Currently I get token string from a wrapper and send if to Cloud Code to call https://services.docs.unity.com/player-auth/v1/#tag/Player-Authentication/operation/SignInWithCustomID but then it creates a new playerId, since in order to use cloud code authentication is needed so the steps currently are

  1. get token from wrapper
  2. Sign in anonymously and call token exchange/custom sign in to get AccessToken and Session Token
  3. Sign out of the anonymous ID and then ProcessAuthenticationTokens to sign in with the new ID linked with custom ID.
    This works but then a new throwaway ID is created for every new player. Am I missing something?
warm badge
oak quest
#

I'm supposed to have my own server to process Custom ID right? Or do I just call API directly from client to circumvate this. I probably won't have enought players to make throwaway a problem though..

warm badge
oak quest
warm badge
oak quest
oak quest
novel saffron
#

Do you know if Unity DevOps automation can be configured to only run tests? For example for a repository that contains some shared modules and unit tests but it's not supposed to be deployed anywhere?

#

I'm using UVS directly on Unity Cloud

tacit nebula
#

Hi, devs! One question about Analytics. We're creating an App as a Service using Unity, and this is going to have different store versions for different clients. How can we handle Analytics? Is there a possibility to add a custom Tag in automatic events in order to properly identifying the events from each fork?

gleaming vigil
#

Uploads to Game Server Hosting are failing currently, but according to this it's all operational 🫠
https://status.unity.com/

dense cipher
#

Services Status

gray hollow
#

So I'm developing a game where there are 8 playable characters that are unlockable via watching an ad. While in the editor I can unlock all the characters by watching the ads one after another but in my apk build the watch ad button doesn't work after watching one ad unless I restart the game. Is this intended behaviour to stop people from gaming the system or am I messing something up? If this is intended behaviour would there be a way to override it or at least telegraph to the user that they can't watch another rewarded ad at this time?

gray hollow
#

Nvm I solved the issue, I just had to load a rewarded ad again after the previous one finished playing

weary pewter
#

i want to use relay for my small multiplayer game but how am i not going to lose money bc i first wanted to make it f2p but that is not really smart if i need to pay for the player count i dont want to lose money ofc

warm badge
granite glade
#

My UGS game won't load right now because of an issue at Unity's servers. Anyone else having this issue?

warm badge
granite glade
#

Neither of that seems to be what I'm experiencing with Leaderboards.

warm steeple
#

Authentication also seems not to work properly at the moment 😦

granite glade
#

They just added this to status page. This is probably my issue as I'm seeing that Friends aren't loading for my game either.

warm steeple
#

Nice.. seems to work again.

granite glade
#

I'm loading now too. Good job Unity!

mental umbra
#

Hi folks! To followup on the issue above, we had a problem with what we call the "Player Names" service yesterday, for about an hour. https://services.docs.unity.com/player-names/v1/#tag/Player-Names

This impacted everything that uses player names, like Leaderboards, Lobby, Friends, etc for a while. It's technically it's own service on dedicated infrastructure, but falls under the umbrella of Unity Authentication (and is used under the hood in the Unity Authentication SDK).

Some of the services that depend on player names were not marked as dependancies in all the right places for Service Status purposes so it wasn't flagged appropriately on the Services Status page at first.

In addition to addressing that dependancy issue for Service Status, we are going to decouple services more where possible so that they degrade gracefully instead of failing (e.g. and display old cached names for a Leaderboard instead of failing if player names cannot be resolved for any reason).

It's a top priority for us to refactor the player names service entirely this year and make it part of the Unity Authentication stack (and to consider how it works, to see if we want to improve on the functionality). There won't be any change or service interruption while this happening, but should help avoid issues like this once it's migrated over to a new stack later this year.

true valley
#

Is Unity Player Accounts broken? I'd like to implement them in my game, but as I'm going through the demo, all I get is this web page when I click on the sign in button

random rivet
#

Is anyone using lobby events? I think its bugged for local changes

#

i create a lobby, make a data update, and debug the version, i would think the new data version should be more than the current lobby version, but its the same??

#

this is how i sub to it

#

i dont understand :S this is unity's official game room sample. but they dont handle the out of order packets do they?

oak quest
sullen zealot
#

does anyone did subway surfers on unity?

chilly vector
#

Is there a video tutorial on how to utilize cloud code in C#? I keep seeing cloud save tutorials, but not as much in cloud code and the cloud code on UGS only generates javascipt.

warm badge
granite glade
#

Economy is still down. Second major outage in three days. My UGS game just launched this week. Is this a common occurrence?

https://status.unity.com/

mental umbra
# true valley Is Unity Player Accounts broken? I'd like to implement them in my game, but as I...

No issues with Player Accounts! I've seen the issue but not sure how to replicate it; if you are doing local testing of signing up in a browser you can end up in a state where the web sign in breaks and you keep getting this message.

I think you may need to clear cookies (possibly local storage) in the browser to get it working again. I think even closing the browser works (e.g. it's just a session cookie that is not persisted) but not 100% sure on that; it could also be a timing thing and whatever is triggering the bug just expires.

I suspect deleting an account and/or signing out can be a trigger for getting into this state, but 99% of operations are just signing in so almost never happens outside of testing/development. I'll log a bug and see if we can replicate it work out what the causes it; if we can't replicate it, we can still review the logic and clear out the browser state better (and/or improve the logic here that leads to this error message).

cunning thicket
alpine condor
#

Anyone using Unity push notification service? I don't know why, but string pushToken = await PushNotificationsService.Instance.RegisterForPushNotificationsAsync() never returns on my Android device, just wait forever. I have Analytics enabled and double checked the notification setting should be all good

dense cipher
#

Anyone using Unity push notification

errant drift
#

Hey guys,

It seems WebGL has an issue with Analytics?

1cf8fdb9-f59f-4d81-92c2-6c976b86e200:10 ServicesInitializationException: The Analytics service has not been initialized. Please initialize Unity Services.
  at Unity.Services.Analytics.AnalyticsService.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 

Does anyone know how to get around this? 🙂

dense cipher
#

Hey guys,

outer night
#

Hello, I need some help. If i connect the player to the Unity Cloud, for how long does the sesion stay active / how can i keep teh connection alive? Is a heartbeat request the best oprion?

#

Oh and was there an update that added an Public Acess Class possibly even with an option to only let certain players read the information

warm badge
cunning thicket
dense cipher
#

Hello everyone

We are happy to announce the official release of the new Cloud Services Apis package (1.0.1)!
This API package provides low-level access to our public apis to enable advanced use cases.

Here’s a video explaining the purpose of the package:
https://drive.google.com/file/d/1aZY36WzgXk9ePOuhwp8Q4VJUMP4pmcCf/view

The package documentation can be found here: https://docs.unity.com/ugs/en-us/manual/overview/manual/cloud-services-api
This package is available in the package manager.

Examples of capabilities that this enables:

  • Access to Admin Apis
  • Build custom editor tooling
  • Run operations with server authority
  • Extend Game Client functionality

The package also comes with many editor samples and tutorials to showcase the type of tools you can build.
They are available through the “Services/API Samples” menu item.

We are looking forward to your feedback.

kind fox
#

Is it possible to use a custom spatializer with Vivox voice chat?

chilly vector
#

Hi, I'm getting started with Cloud Code and following the guide but Cloud Code C# Module Reference don't seem to be in the list of create

#

I can only see Deployment Definition

warm badge
chilly vector
#

Thanks tho.

nocturne oxide
#

Heyo, is there any way to integrate Discord auth with UGS Player Authentication?

full flint
#

Discord doesn't support Openid connect natively. There might be workarounds with openid providers allowing sign-in with Discord.

warm steeple
spring rain
#

sup gang

#

so in here, the

if (IsOwner) return;```
#

means if it's the Host, or it means if it's the person casting it?

#

since it's calling the serverrpc first

#

which, it's required it looks like 👀 to call the serverrpc first

warm badge
spring rain
#

ah

#

I'm sorry xD

sick slate
#

Hello all, how many accounts can a project contain?

warm badge
outer night
#

Hey, is there a way how i can let two diffrent Unity Projects access the same cloud Save, because i have on Pc Version and one Mobile Version

warm badge
true valley
#

When signing new users up with username/password (using Unity Auth), how do I check if the username already exists? I don't see a way to do this looking through the SDK docs. Also what is the best way to decline unwanted usernames (slurs, profanity, etc)?

warm badge
hoary berry
hoary berry
#

https://status.unity.com/ does show a major incident but oddly its showing under the devops/build automation backend which we don't use. Think the issue is bigger than just build automation

hoary berry
granite glade
#

Anyone happen to have a mobile game in production that uses Unity Ads? I want to see examples of the Unity End Cards. I'll grab your game and watch a million ads. Everyone wins.

cunning iris
#

does anyone know why my editor in unity hub keeps failing to download

cursive grove
#

Hello! What does MAU mean?

random rivet
cursive grove
#

Thanks

lyric cobalt
#

I am not even sure if this is specific to Unity Analytcis, or just a general C# programming question.

If I want to Record a very simple event with just 1 string parameter (example: CharacterSelected = Timothy), is there a shorthand expression I could use instead of first creating a whole new CharacterSelected event class, instantiating it, and then passing that into the record event?

This is the way the documentation suggests -

public class MyEvent : Unity.Services.Analytics.Event
{
    public MyEvent() : base("myEvent")
    {
    }

    public string FabulousString { set { SetParameter("fabulousString", value); } }
    public int SparklingInt { set { SetParameter("sparklingInt", value); } }
    public float SpectacularFloat { set { SetParameter("spectacularFloat", value); } }
    public bool PeculiarBool { set { SetParameter("peculiarBool", value); } }
}


MyEvent myEvent = new MyEvent
{
    FabulousString = "hello there",
    SparklingInt = 1337,
    SpectacularFloat = 0.451f,
    PeculiarBool = true
};

AnalyticsService.Instance.RecordEvent(myEvent);

But feels like an overkill if I am simply passing a single string or int variable.

outer night
#

Hey, i have a question, is there like a simple way, to check if a player is still connected to the server?

warm badge
outer night
old prawn
#

Hello, I have a question (Hope this is the right channel for this). I managed to set up Cloud Save for my game and now the player names and scores are being stored in the Unity Cloud. Now I would like to display a ranking in my website to highlight the best players, how would you guys do this? Thanks!!
(attached a small print of how info is being stored)

warm badge
old prawn
#

thanks, I will check that out (cool avatar)

oak quest
#

Is there any way to manually unsubscribe from push message?
I want to return to log in again after
AuthenticationService.Instance.SignOut();
AuthenticationService.Instance.ClearSessionToken();
when going through message subscription again, I get error:
AlreadySubscribedException: Already subscribed to $cloud-code!!!
Unity.Services.Wire.Internal.Client.SubscribeAsync (Unity.Services.Wire.Internal.Subscription subscription) (at ./Library/PackageCache/com.unity.services.wire@1.2.3/Runtime/Centrifuge/Client.cs:575)

alpine condor
#

How do we usually handle lobby disconnection? I use lobby without relay on mobile platforms. When the host pause the application, it stops sending the heartbeat. When the app resumes, the lobby seems no longer available and no callback received. I am using the LobbyEventCallbacks for lobby messaging. Should I do a poll to fetch periodically as well?

warped wasp
#

Can somebody help me to figure out how to use authentication in cloud code to update username?

warm badge
warm badge
half current
#

Guys m trying to code datamamager for my game, but i need authorization manager for it, all the tutorials using anonymous logins, but i need email and password based , can anyone please suggest a tutorial that is for signupusingemailandpasswordasync?

half current
#

gotta use SignInWithUsernamePasswordAsync instead SignUpAsync?

warm badge
half current
#

oh phuk xD

karmic terrace
#

Hi! @rich dome just gave me a great tip. Does anyone know ow to get a leaderboard set up with Unity?

karmic terrace
#

Thank you

#

Time to read 😄

half current
#

@warm badge I've implemented it and it's working well with email/pass now
but when I go to Unity Cloud and players' details I still have to search data using those long IDs (i.e. 2RhXDHtnTdeIWkz1Wcezw3ygN08o), is there any way that I can search users with emails? Or is there no way other than those long IDs to search for a specific user?

warm badge
half current
mental umbra
# half current <@86985386886201344> I've implemented it and it's working well with email/pass n...

Hi there!

Yeah there isn't an a search or lookup function in Player Management UI (or Admin APIs) just now, but we are really keen to address that for all the different types of Authentication.

I appreciate there are also some other more obvious things missing form the Dashboard view right now too, like names / usernames / email, etc (some of which are supported in the Admin API).

We are doing some related work right now and expect to look at that over the next few months.

#

In related news, in response to a query here a while back - sorry I forget who asked about it - the Player Management view in the Dashboard now shows if an account is linked via Username / Password (see screenshot).

There is lots more we can do to improve this view - including searching / looking up info in it - and we are doing work to support that on the backend and to improve Unity Player Authentication, while also finding time to do smaller quality of life improvements like this.

Always very happy to take feature requests around Authentication / Player Accounts / Player Management!

half current
mental umbra
#

Note: "Unity Player Accounts" web based sign in supports Email & Password (which is separate to Username & Password, but developers often frame Username & Password as Email & Password in their apps, which is fine!).

We are currently exploring the implications of exposing email addresses from Email & Password to developers (in discussion with legal to see if the terms and conditions permit that).

One pattern we see is people using is using Cloud Save to store player email addresses, because it's easier for developers to view (and can make searchable by making the field Indexed in Cloud Save - although their is no Dashboard UI for actually searching at the moment).

mental umbra
half current
pallid furnace
lyric parcel
#

does anyone here know how to share your project to your friends so they can build with you because hes in my orginization and i asssigned a seat to him but for some reason the project still isnt in his unity hub

warm badge
final wave
#

Having an issue. My project simply will not load in the Unity Version Control window. I tested and I can access it via the web browser in DevOps, but it won't show up in the 'Add UVCS repository' window. Tried refreshing the repository, logging off then on, rebooting the PC, nothing. Project is fine when I access it from my other PC. Both systems have the same version of the Hub (and Unity) installed.

Running Hub 3.8.0, Unity 2022.3.45f1. Using the same user account on both machines. Any help appreciated

kind hearth
#

Hey! We have created a Getting Started With Triggers video (https://www.youtube.com/watch?v=eTnxB3OczOY) which walks you through creating a trigger using the Unity Dashboard and explains a common use case of issuing a quest to a player when they reach a certain threshold of points or experience.

To learn more about Triggers you can read our Triggers Documentation: https://docs.unity.com/ugs/en-us/manual/cloud-code/manual/triggers.

As always we are happy to take feedback!

full flint
#

Hi 👋

#

I was wondering what sort of security there is around the Player Data using Cloud Save. What does prevent a player to start saving data on their own once they have been authenticated? A malicious actor could just call

public async void SaveData()
{
    var data = new Dictionary<string, object>{{"keyName", "value"}};
    await CloudSaveService.Instance.Data.Player.SaveAsync(data);
}

and save anything to Cloud Save by hacking the game and adding a class to the source code. What can be done against it? I was looking for options to restrict the access to Cloud Save but haven't found any for the client and player data.

warm badge
full flint
#

Brilliant thanks

true valley
#

is there a way to simulate no network connection for testing my app (other than turning off my computer’s network access)? I need to develop the scenarios where a user wants to play but doesnt have a network connection

#

^ this is posted here because I am using unity’s anonymous auth and username/password auth

warm badge
true valley
dense cipher
#

I was wondering what sort of security

tacit nebula
#

Does anyone succesfully integrated Unity Push Notification into a iOS game?

#

We do receive Push on Android, but nothing on iOS...

#

"Notification failed to send. Please double-check your key configuration and the device token and try again." on Unity Cloud...

old prawn
#

Hello! I added a leaderboard to my project and now its correctly adding the scores but I cant manage to set up the API to get the scores (I am getting Invalid Authorization header). I wonder if this roles for the service account are OK or if I am missing something

#

(I am using the API to include the leaderboard on my website)

warm badge
old prawn
#

I am using the client rest API (I dont have much experience with APIs, I am learning now)

warm badge
old prawn
#

Ok! wil try that, thanks

old prawn
#

now it works, thanks a lot!

stone hazel
#

Hello, how do i check which team each player are in when the client are connected to the server? My unity matchmaker has 2 teams and it should auto assign the player into team right?

stone hazel
warm badge
lone tide
#

I'm trying to restrict access to cloud code and cloud save data using Access Controls. All the player data is stored as Public. I've given Read only access to players to access Player Data using Access Controls, but if I try to use a Query from the client I receive a Forbidden error. Giving Write access seems to allow the Query, but that obviously undermines my main objective of locking down the data. Can anyone give me any pointers?

warm badge
naive burrow
#

Is it alright to ask questions about the Unity Ads API here?

stone hazel
tough ravine
chilly minnow
#

Is unity PlayerAccountService returning different access token even with the same login account normal? How do I meant to identify player then if the ID and access token keep changing between session?

chilly minnow
chilly minnow
#

Okay after some mucking around. It seems after I have logged in with PlayerAccountService, I'll need to use the access token from that result to sign in again with the AuthenticationService.

warm badge
tacit nebula
chilly minnow
#

Is there a way to customize the web UI of Unity player account sign in page?

warm badge
novel cargo
tacit nebula
novel cargo
#

Thanks for your reply, @Richard (Unity

whole peak
#

I accidentally cancelled my dev ops subscription. Can I buy it again? Currently I cannot as in the payment page it says that the organisation already has this product.

stone hazel
#

Is there a way to make the lobby remove the player if the player alt f4? It seems like it take a while before it can request to the service to remove that player.

warm badge
chilly minnow
#

Unity Authentication:
When sign in anonymously. If the client clear the cached token, calling sign in anonymous will create another guest account. What happen to the old account? Won't it become stale data that taking up space unnecessary on the cloud?

I imagine this scenario could happen a lot when player download the game to try out, sign in as guest, then delete the game because they didn't like it.

Do we need to routinely manage the cleanup ourself? eg, perform clean up of guest account that have not been active for at least 3 month etc.

warm badge
sweet ibex
#

hello, any one know about Advertisement legacy package in unity? Im working with it and I followed the steps on the instalation guide but in the editor all the interstitial, banner, rewardedAdbutton works perfectly well but when build and export to my android device there is not banner nor ads nothing even on test mode, I notice something kinda sus in the package and in the pluggins section wich is this:

#

this package came only with iOS plugins is this the main reason why ads are not loading on my phone? because on LogCat on androidStudio I see the debu.Log() wich says not loaded Ad
here is the LogCat

maiden token
#

Hello, I have set up Cloud Content Delivery for my Android app. However, it currently only works partially.

I would like to be able to upload and change new scenes.
My current process:

  1. upload a new version to Google Play
  2. create a new scene in Unity
  3. add to the addressable group
  4. build assets
  5. upload to Unity Dashboard
  6. clear Android Device Cashe
  7. Load Assets and open Scene
    → UnityEngine.AddressableAssets.InvalidKeyException
  8. upload new version to Google Play
  9. load assets and open scene
    → It works
public void LoadScene()
    {        
        m_SceneHandle = Addressables.DownloadDependenciesAsync(inputField.text, true);
        m_SceneHandle.Completed += OnSceneLoaded;
    }
    
    private void OnSceneLoaded(AsyncOperationHandle obj)
    {
        if(obj.Status == AsyncOperationStatus.Succeeded)
        {  
            Addressables.LoadSceneAsync(inputField.text, UnityEngine.SceneManagement.LoadSceneMode.Single, true);
        }
    }

If I update an existing scene, it works without uploading a Google update.
Is it not possible to upload new scenes via Cloud Content Delivery?

serene canopy
#

Hello, I have set up Cloud Content

buoyant loom
#

I've had some money sitting in my monetization dashboard. when I go to finances, my total revenue has gone down severely. does Unity take a cut of it when you don't pay it out?

small pumice
#

I was hosting a server on multiplay which is using Mirror's simple web transport. While hosting do i need to specify the WS transport is being used? Because i read somewhere that UDP is the default.

ivory warren
#

Curious if anyone here knows the answer to this question. I integrated Unity LevelPlay/ironSource into my app. Ads were working fine in TestFlight on both iOS and Android. As soon as I released my app to google play & app store I set them to Live in the ironSource portal and then suddenly ads would no longer be available in my app. Is there some kind of setup period after setting the apps to live in ironSource? Any other ideas?

fringe igloo
#

Does anyone know how to set up Unity Player Accounts? Been at this for a long time and still am stumped.

#

All I need it to do is authenticate the player, and if auth'd successfully, load the next scene.

#

Couldn't figure it out

#

hangon, i'll try to re-write it, see if reworking the auth script with specific statements works

alpine condor
#

I am using Unity account login. Is there a way to check if current user has already bind to a unity account after signing in anonymously to resume previous login?

sand ridge
#

Hello, is it possible to use the UGS package on unity 2021.3 LTS ? I don't see it in the package manager

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sand ridge
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sand ridge
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golden orchid
#

Hello! I wanted to post a question: I'm making a website and I want users to be able to use their accounts from the website to login to my game. Is it possible to do that?

golden orchid
#

its developed with Wordpress and uses buddypress

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buoyant loom
#

I think it'd depend on how the accounts are stored, no?

golden orchid
small pumice
#

Does unity multiplay (hosting service ) setup a reverse proxy infront of the server? or do i need to include it in my server build?

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small pumice
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small pumice
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small pumice
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small pumice
spring rain
#

hello guys, I would like to know

#

how to setup with Unity Authentication using google, that works for mobile and pc

#

right now this is all I use, but I would like to use Google instead

using UnityEngine;
using Unity.Services.Core;
using Unity.Services.Authentication;
using System.Threading.Tasks;
public class AuthenticationManager : MonoBehaviour
{
    async void Start()
    {
        await UnityServices.InitializeAsync();
    }

    public async void SignInAnon()
    {
        await SignInAnonymous();
    }

    async Task SignInAnonymous()
    {
        try
        {
            await AuthenticationService.Instance.SignInAnonymouslyAsync();
        }
        catch (System.Exception ex)
        {
            Debug.LogException(ex);
        }
    }
}```
spring rain
#

plz tag me if there's any resource I can use~
and also I would like to know how to do If (Player is not authenticated) do such

I assume it would be csharp public bool IsPlayerLoggedIn() { return AuthenticationService.Instance.IsSignedIn; } just want to make sure this is correct

#

thanks in advance c: ❤️

alpine condor
#

Does Unity authentication support WebGL? My game (http://cyberimposterweb.z5.web.core.windows.net/) is getting MethodAccessException: Attempt to access method 'Unity.Services.Authentication.PlayerAccounts.IBrowserUtils.Bind' on type '' failed. (when clicking sign in) , I guess it has to do with calling PlayerAccountService.Instance.StartSignInAsync() . The authentication website doesn't popup at all

strong hinge
#

Hey!
I didnt forget you. This feature is now shipped with the latest package of the "com.unity.services.multiplayer" package (Unity 6). Best way is to create a new file, the template has "excludePaths" property included.

This package combines lobby, matchmaker and multiplay (hosting) in a single package.
Additionally, we also added "Deployment" (config-as-code) support for matchmaker, and a whole new api making it easier to work with all of the services combined. @dense cipher can give more details on the latter.

Cheers!

wooden canopy
#

is unity karting game download working?

half current
#

has anyone worked with unity cloud code? theres not much documentation about it other than just some snippets, I wanna ask if this is something that we can connect with out game scripts or they can work standalone too?

half current
warm badge
# half current I mean what its used for? I mean I am working on a game that's whole data is s...

Yea. You can use cloud code to save to cloud save. What you want is called serverless architecture. Check out the chess sample.
https://github.com/Unity-Technologies/com.unity.services.samples.multiplayer-chess-cloud-code

GitHub

Contribute to Unity-Technologies/com.unity.services.samples.multiplayer-chess-cloud-code development by creating an account on GitHub.

thorn dome
#

Do you guys know if I can buy Unity Pro for only 1 month at a time ?
I cant handle to buy a whole year even on a monthly basis

warm badge
#

I thought you could pay monthly, it was just more expensive. I guess they might have removed that option with the recent license changes

raw cloak
#

It's been annual even before the recent changes

thorn dome
raw cloak
#

As far as I know it was a "monthly" in that it was 12 month committments. If it was anything else, it would have been long ago. Either way, as of right now, there is only annual.

small pumice
#

I was using WSS as the transport to connect to my server and client.
I am hosting my server on multiplay. Does multiplay install SSL/TLS certificate on my server? If not then can i do it myself so that the server will use it?

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brisk peak
#

this isnt exactly ugs related but im trying to set up steamworks.net and following the guide at https://docs.unity.com/ugs/manual/authentication/manual/platform-signin-steam i am not getting the callback to run. this is what ive done

private async void Init()
{
    Debug.Log("Connecting to Unity Services...");
    await UnityServices.InitializeAsync();
    Debug.Log("Unity Services connected!");
    if (SteamManager.Initialized)
    {
        Debug.Log("Creating steam callback");
        _authCallback = Callback<GetTicketForWebApiResponse_t>.Create(OnAuthCallback);
        Debug.Log("Callback created");
    }

}
private void OnAuthCallback(GetTicketForWebApiResponse_t callback)
{
    Debug.Log("Running callback");
    _authCallback.Dispose();
    _authCallback = null;
    SteamUser.GetAuthTicketForWebApi(STEAM_IDENTITY);

    var ticket = BitConverter.ToString(callback.m_rgubTicket).Replace("-", string.Empty);

the "Running callback" log doesnt even show

brisk peak
#

oh i figured it out. the callback doesnt actually run the command

frosty glacier
#

[Solved] I've been integrating unity levelplay and noticed on iOS that after a while the app continues running in the background. I guess I can always pause the game with a manual tap to continue but hoping that it wouldn't be necessary... Has anyone bumped into this?

Solution:

There is a call you can make to set this behaviour with Iron Source / Levelplay

  IronSource.Agent.SetPauseGame(true);
    /// <summary>
    /// When setting your PauseGame status to true, all your Unity 3D game activities will be paused (Except the ad callbacks).
    /// The game activity will be resumed automatically when the ad is closed.
    /// You should call the setPauseGame once in your session, before or after initializing the ironSource SDK,
    /// as it affects all ads (Rewarded Video and Interstitial ads) in the session.

Hope that is useful if someone searches this thread! 🙂

twilit siren
#

If I upgrade the plan of the devops, can people that are in team exceed the free limit without me noticing and charging me for that, or I can set a limit, so it automatically blocks the way of exceeding?

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whole peak
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brisk peak
#

in push messages sent from cloud code is there a way to know if a message wasnt received?

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brisk peak
brisk peak
#

looks like its named Game Server Hosting Allocations Admin and ive got the role added but still get 403

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brisk peak
#

cloud code

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well both give the same result

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oh i mean im using the rest api through cloud code

#

tried adding all roles and still no luck

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brisk peak
#

yup im getting 403 not 401

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brisk peak
#

yea

#

everything is works fine

#

everything else*

#

test allocation works

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but not normal allocation

brisk peak
#

any unity staff can help out with this one? seems like none of the permissions in Game Server Hosting Allocation Admin work. ive tried everything and nothing requiring multiplay.allocations.* is authorized

#

Game Server Hosting API Editor enables multiplay.test_allocations.* but they dont accept payloads

lyric cobalt
#

I am using Unity analytics to log my game settings. For the Fullscreen (boolean) value, I see data being logged as 0 or 1.

But trying to run a query against it throws an error message
Cannot cast value of type FIXED[SB1](38,0){nullable} to BOOLEAN[SB1](38,0){nullable}, column EVENT_JSON:DGGameIsFullScreen

small pumice
#

I am getting the following error while hosting the my dedicated server with WSS enabled on edgegap : https://justpaste.it/d6m9x
I am also using UGS lobby service and most probably the problem is related to authentication but i am unable to figure out what need to be fixed. I have intialized Unity server and signed in anonymously. Any help would be really appreciated 🫡 .

brisk peak
warm badge
#

huh, good to know. i thought context came with the access token in cloud code

brisk peak
#

now my issue of the day is CloudCodeService.Instance.SubscribeToPlayerMessagesAsync

#

this is giving me a 403 and im not sure why

#

on client

#

player is signed in so idk whats happening

jade timber
#

Hello,
I am making a game with custom player levels. Every level should have its own leaderboard. Can I create a leaderboard in the game's code using UGS?
something like https://partner.steamgames.com/doc/api/ISteamUserStats#FindOrCreateLeaderboard
If the player is submitting the score for the first time, I want the leaderboard to be created, so I do not need to go to backend to create it.

jade timber
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brisk peak
#

i just checked for you and the problem i had was scopes. make sure when you request your stateless token you include this in the body

{
"scopes": [
"live_ops.leaderboards.configurations.create"
]
}
#

@jade timber

#

i didnt test it but docs say if you dont add a scopes param you get all scopes

jade timber
#

hmm ok I'll try that

rugged bridge
brisk peak
#

has anyone used cloud code push messages? i still cant connect

brisk peak
#

i found my problem

#

it was in my cloud code access control file

#

i had to allow "urn:ugs:cloud-code:*" to access control

meager karma
#

Hi all, trying to use Unity matchmaker paired with Relay and Netcode for GameObjects for local testing of my client-server project, however once the matchmaker completes and has found my Relay game, I'm given no information about how to actually join to that game, all I have is a match ID. How do I then connect to the relay server?

eternal yarrow
#

Hey sorry to bother, if you get time can you clarify if the Unity Version Control solution Storage resets in real time or at the end of the month? I deleted a bunch of old repos to clear space for a new project and i noticed my storage amount is at 4.71gb out of 5. I was expected it to be at 1gb. Will it go down at the end of the month?

#

Judging from ur message, thats what it sounds like. I just wanna make sure its still like that. The documentation is confusing

terse oracle
eternal yarrow
meager karma
#

Hi all, I'm trying to use Multiplay and Matchmaker to connect my WebGL clients with a Linux server through Netcode for GameObjects, however when uploading the build to external hosts such as Itch.io I had an error that needed the transport to be encrypted, after implementing this encryption multiplay is now just sending the common server name to the clients meaning they cannot join the server (as it needs the ip of the multiplay server). Is there a way to fix this or bypass the need for the encryption?

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meager karma
#

Right, Multiplay spinning up the new server is a pretty big one since we are trying to stick to Unity services

#

I guess I could upload the relay join code to the Supabase database with a match id and have the client grab that when the match is found

lyric cobalt
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meager karma
#

could do, but I do already have Supabase set up so it might be more convenient in this case

severe lark
#

Hi all, I'm trying to get a list of all playerIDs that have saved data via cloud save
It seems like I should be able to do it via "Query Player Data" is that right? Or is there a simpler way?

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meager karma
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meager karma
#

right

#

that's what I'm getting on the client, the Relay analytics on Unity cloud show that one session is indeed active and there's no error on the server

meager karma
#

Alright, this actually works on the WebGL build, I wonder if it's an issue with the unity editor being set to WebGL

meager karma
#

update: it works. . sometimes? sometimes it will connect and sometimes it just doesnt

meager karma
#

Anyone got any ideas how to fix this issue?

meager karma
#

I've messed with some packages, restarted the editor a couple times, refreshed the Library folder, and somehow something has fixed this error.

terse oracle
# eternal yarrow Okay so if my current storage used is 4.7gb (I just deleted my old projects that...

Hey sorry for the radio silence. I wanted to double-check with the plastic team about my assumptions.

It turns out that we do a soft delete right away, and then we will keep the data for 7 days (you can un-delete during these days in case a mistake was made) and after 7 days the system will do a hard delete and the total will update.

After the 7 days the data will be non-recoverable and fully deleted.

eternal yarrow
#

Thank you so much

eternal yarrow
restive elm
#

is anyone else having trouble editing websocket integrations?

#

whenever i try it just kinda stays loading and seems to send the browser a 502 ...

whole peak
#

in games when there is halloween mode, then you dont need to even update the game and you will see those pumpkins there. that is done in unity through addressables and Cloud content delivery. but how can a game detect that newer addressables are available to download and update?

iron maple
#

does anyone know where I can find information on test dates for the unity user programmer certification?

little stone
#

using the unity iap atm, but im having trouble with initialization, no matter what it always returns "NoProductsAvailable"

#

in code im defining the products and i have it defined in the google play console as well (same id), but no luck

whole peak
# warm badge There is an addressables catalogue that you can check https://docs.unity3d.com/...

Is this good? ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;

public class AddressablesUpdater : MonoBehaviour
{
void Start()
{
// Start checking for updates
StartCoroutine(CheckAndUpdateOnce());
}

private IEnumerator CheckAndUpdateOnce()
{
    // Check for catalog updates
    AsyncOperationHandle<List<string>> checkHandle = Addressables.CheckForCatalogUpdates();
    yield return checkHandle;

    if (checkHandle.Status == AsyncOperationStatus.Succeeded)
    {
        List<string> catalogsToUpdate = checkHandle.Result;
        if (catalogsToUpdate != null && catalogsToUpdate.Count > 0)
        {
            Debug.Log("Updates available for Addressables content. Updating now...");

            // Update the catalogs
            AsyncOperationHandle<List<IResourceLocator>> updateHandle = Addressables.UpdateCatalogs(catalogsToUpdate, autoReleaseHandle: true);
            yield return updateHandle;

            if (updateHandle.Status == AsyncOperationStatus.Succeeded)
            {
                Debug.Log("Addressables content successfully updated.");
            }
            else
            {
                Debug.LogError("Failed to update Addressables content.");
            }

   
        }
        else
        {
            Debug.Log("No updates available for Addressables content.");
        }
    }
    else
    {
        Debug.LogError("Failed to check for Addressables updates.");
    }

    Addressables.Release(checkHandle);
}

}```

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whole peak
#

Thx

#

I will try it

wind dune
#

Hi all, Can someone help me with visual studio not showing me suggestions for unity while I write code?

bronze heron
#

go to unity's package manager and install visual studio editor

wind dune
#

not all the time tho, some times it does.. some times it does not

#

@bronze heron It worked, Thank you

severe lark
#

Hi all, I still need some help trying to get all cloud save keys for all players
Query doesn't seem to be the right solution for me as it seems to require providing specific keys to query which, given the the structure we're using, we can't do

Cloud code sounds like a solution but I'm struggling to make sense of it. Like this example's description sounds right, but I don't even know what this code is
https://discussions.unity.com/t/how-to-read-data-from-all-users/919188/2

Can anyone help break this down into a few steps? eg in Cloud Code: get all playerIDs, get all keys for all players

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deep dagger
#

how can i fix the issue with the editor not validating

bronze heron
#

validation in my experience fails usually when the time taken to download was toooo loong or too many people are trying to download.

#

maybe if you would try again or wait a bit it should work

deep dagger
bronze heron
#

probably your connection i think

frank onyx
#

Is there a faster way to add products to the economy on Unity Cloud?
I manually added 400 items, and now I need to add Virtual Purchases for them. If I do it manually, it will take a lot of time.

frank onyx
pliant stream
#

Anyone working on the Unity 6 arm64? It looks like version control is busted for it at the moment.

severe lark
deep dagger
#

@thin talon

thin talon
#

Hello

deep dagger
#

can you assist me with my issue

#

cause ive been trying for days and nothing has worked

thin talon
deep dagger
#

well idk what do to then

#

wanna tell me what i can do?

#

so much for being helpful.

severe lark
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severe lark
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#

Cloud Services API

viscid forge
#

Does anyone know how to Disable Authentication's anonymous login feature?

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viscid forge
warm badge
viscid forge
#

it's me, still can't succeed

viscid forge
#

Hello, does Unity Auth Service have a limit on Anonymous or Social Account Creation, Account creation within a period of time or IP? Some of my games have been hacked and mass created accounts when using Playfab.

pliant stream
#

Hi All, I am running a Asus ProArt pz13 as my portable workstation. I have my projects on my Windows PC desktop at home, and I have been using Unity Version Control with no issue. However, while Unity 6 installs and seems to run ok so far on the ARM64 Asus laptop, version control fails and errors out saying that the package was not compiled for ARM. Does anyone have any experience with this, or any ideas on when Unity might fix this as I would assume most ppl using ARM on Windows are not running desktops and probably thus use UVC for projects. Thanks all.

clever lion
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sick slate
#

Hello all, I encountered a bug which is stuck at await Lobbies.Instance.SubscribeToLobbyEventsAsync 😢

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sick slate
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sick slate
#

It stops when SubscribeToLobbyEventsAsync

#

This only happens when I use a mobile device and switch between wifi networks.

grave anchor
#

Can someone please help me understand this error with the Unity Player Accounts Authentication? We implemented it into one game, works fine.

I'm now implementing it into a second game, and when we call the Unity login page it errors.

The line is await PlayerAccountService.Instance.StartSignInAsync();

There is no variable required, if I fill the option bool as true or false (isSigningUp), it still happens.

URL states:
error=invalid_request&error_description=The+request+is+missing+a+required+parameter+or+is+using+an+unsupported+parameter.

#

P.S User anon login, user cloud data and remote config are all working, and the client ID has auto filled under the Unity Player Accounts config in Services.

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grave anchor
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grave anchor
#

I'm lost on how to debug the issue, as I have no real input on this functionality, which is enclosed within the SDK. Configurations seem correct...as other services are working.

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sick slate
#

And my network after switching connection is very normal

sick slate
#

😢

junior badger
#

"Hello, I have a question about Multiplay hosting. When I set up the fleet cloud server density, I get the message: 'Your servers have used more resources than allowed within the past 24 hours. If this happens often, you may experience issues.' I am on the Pay-As-You-Go plan, though."

sick slate
#

Hi, I want to ask if Cloud Code is having any problems today? because my game is responding very slowly

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tame osprey
#

Does anyone know how to fix a magical floating branch that seems to have no origins but feeds into another branch? I wish to delete the floating branch, but i can't because it's supposedly used in the other branch (it's not)

#

for context, it's a child branch that according to the UI of my plastic client show it's being referenced by the parent branch. but the child branch has no relation back to the parent branch

somber kestrel
#

Hi guys, does anyone know how to get the vivox sdk for ps5? I know that the package is private, but I don't understand where to write?

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somber kestrel
warm badge
pliant stream
#

Hi, Unity Version Control is failing on Windows ARM64. Is anyone else having this issue and is there a fix.

thin vigil
junior badger
silver rapids
#

If I upload my unity project to the Unity version control, is that a safe way to protect it in case my pc wipes or something? Next question would be how do I download my game again on a new machine?

hushed sky
#

Hello everyone,

I've been trying to understand Unity's new multiplayer (MP) system in Unity 6, but I'm a bit confused. Do I have to use Unity's hosting service, or can I set it up so that one player hosts the game on their own PC, and others connect to it remotely? I'm working on a first-person shooter (FPS) and want to get the server setup figured out before diving into development. Ideally, I'd like to enable peer-to-peer hosting since I'm on a tight budget and would rather avoid paying for server hosting. Thanks in advance for any advice!

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glad stream
#

Peer to peer can suit coop/horror/etc type of games

hushed sky
hushed sky
#

i understand that is a bit harder of a question

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light wasp
#

HEy guys i've developed a new game in unity and im looking for publishers and promotions right now may i know the right channel for this

Thanks in advance

silver rapids
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random rivet
#

in UGS relay, how do i get player informaiton of connected players such as username? if the client sends that directly it can be faked right? Im hoping to retrieve it from an auth token or something

#

but all the auth token -> player info API's i see require a dedicated server setup with secret key, i cant have secret keys in player hosted games

#

notlikethis i dont get it

#

in steamworks theres a way to generate a token to be verified by the host peer, which uses steam api and sends the token to retrieve client info from an authorized server, there must be something similar in Unity

#

i think im failing to find it

random rivet
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random rivet
warm badge
random rivet
random rivet
warm badge
# random rivet My point is that then i need to retrieve this from a client rpc call right? How ...

There is not a clean way to do this at the moment. You could use Cloud Save to have the client save their client id along with some nonce given by the server. The server could then check for that player's data to verify. You could also assign a Guid to the client id from the server instead of using the player id.
https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/session-management/

You can use session management to keep data when a player disconnects and accurately reassign it to the player when they reconnect.

random rivet
warm badge
random rivet
#

thank you very much for the thought out answer

obsidian tide
#

Does anyone know if there is a way to change the random player name generation? Maybe custom dictionaries, Cloud Code, etc.? Those names are really long.

warm badge
white hill
#

really dumb question.

Currently trying to query lobbies.

It works in postman but does not work in my python fastapi CRON job.

I want to query what lobbies are currently available, but it always return an empty list of [], yet there should be something in it.

Postman works as normal, but nothing is working when I run it with my python code.

# This function is a helper function that returns 100 lobbies at a time.
# reason why we return 100 lobbies at a time is because of a UGS limitation
def get_list_of_lobbies(accessToken: AccessTokenResponse, continuationToken=None) -> QueryPublicLobbiesResponse:
    conn = http.client.HTTPSConnection("lobby.services.api.unity.com")
    payload = json.dumps({
        "count": 100,
        "skip": 0,
        "sampleResults": False,
        "continuationToken": continuationToken
    })
    headers = {
        'Content-Type': 'application/json',
        'Accept': 'application/json',
        'service-id': f'{os.getenv("SERVICE_ID")}',
        'Authorization': f"Bearer {accessToken.accessToken}"
    }
    conn.request("POST", "/v1/query", payload, headers)
    res = conn.getresponse()    
    data = res.read().decode("utf-8")
    json_data = json.loads(data)
    
    return QueryPublicLobbiesResponse(**json_data)

console output.

all lobby id

all lobbies []
results []
Queried all lobbies
all lobbies []

What postman looks like

"results": [
        {
            "availableSlots": 100,
            "created": "2024-11-12T01:43:01.244Z",
            "data": {
                "gameMapType": {
                    "value": "theater1",
                    "visibility": "public"
                },

Clearly it works on postman but doesn't work in my python code.

So I'm not sure if the bug is in UGS or in my code.

white hill
#

sorry my code was bugged.

I fixed the bug, but I'm not sure how I fixed it, or where the bug was.

#

It was probably because I didn't treat the JSON as a series of dictionaries.

upbeat monolith
#

Hello, I'm using Unity 6 and Digital Asset Manager in my application. I have a prefab uploaded to the Unity's Asset Manager. I can see this prefab in the Asset Manager window of my Unity 6 application. I want to use the Unity's Services Web API to manage this asset. First I use this command to get the idToken: https://player-auth.services.api.unity.com/v1/authentication/anonymous. I provide the projectid in the header of this command and it gives me the idToken, sessionid etc. Then I use this command to get download URLs of the asset: https://services.api.unity.com/assets/v1/projects/{projectId}/assets/{assetId}/versions/{assetVersion}/download-urls. I provide the projectID, assetId and assetVersion in this command and also provide header: Authentification as Bearer {idToken}. Problem is that I receive "unauthorized" as response. What am I doing wrong? I'm following all that's mentioned here: https://services.docs.unity.com/assets-manager/v1/#tag/Asset-management/operation/assets_v1_Assets_GetAssetDownloadUrlsAsyncV1. I'm sharing my code here in the attached file

severe peak
#

Does anyone have a script I can use for movement in my game?

uneven coral
boreal gladeBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

worldly kettle
#

How do you actually get vivox to work???
I every time i join a channel, it seemingly auto leaves right after...

#

It works fine in alone in a empty scene... But when i use it with other netcode / relay / network manager it seemingly just kicks me out. I have no code of my own that does this...

worldly kettle
#

Found the issue, i had the Unity Widgets installed, and it was automatically trying to do stuff resulting in it messing with vivox

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fickle whale
#

What does "Debug.Log Count [0-50]" mean in Cloud Diagnostics? Can't find anything in the docs

glass stone
#

Hey guys,
I'm having this weird issue where it wasn't there before but now it's happening.
When I try to sign in anonymously I get this error
WebRequestException: {"detail":"invalid environment name provided","details":[],"status":400,"title":"INVALID_PARAMETERS"}

I'm using Unity6 (6000.0.26f1)
Package "Multiplayer Services 1.0.2"

And I Simply run these two lines

await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();

I have two environments setup in the cloud (linked project)
(production, dev)
In unity I make sure it's linked and in the environment section I choose "dev" and that's my setup overall.
I didn't get this before but when I started testing initializing UnityServices using InitializationOptions to specify which environment
InitializationOptions unityServicesOptions = new InitializationOptions().SetEnvironment("dev");

I started to get this issue, then even if I don't use it, I keep getting this issue, I'm able to initialize the services but when running Authentication I hit this roadblock.
A bit confused, tbh, I tried removing al env and keep production, I tried adding other env, nothing worked

Would appreciate the help on this, as I feel it's either an internal bug or something small I forgot to do.
notlikethis

serene canopy
#

Hey guys,

spark lagoon
#

I have a huge sprite sheet and I’m having trouble importing it

snow trout
#

hi, is there a way to enable fake store in the unity editor?

#

i remember there it being in the IAP package

#

but yesterday i installed the latest version for 2022, 4.12.2

#

and the transaction just gets done

#

there's no window dialog like before

hybrid tapir
#

I don't see a DevOps channel but Unity Cloud Build is failing with the following error:


[error] [2024-11-15T21:26:38Z - Unity] An error occurred while resolving packages:```
Pulling my project from GitHub, building a Windows desktop 64-bit build
oak charm
#

Hello, UCB used to hav e a discord integration, but I cannot find it anymore. Any help please?

obsidian tide
#

@oak charm Administration > Integrations > Project Integrations

oak charm
#

thanks the support was also replied quickly about that

obsidian tide
#

Didn't see it was two days old, glad you've figured it out! 🙂

maiden trout
#

I've made a python web api in flask that lets clients send server information like name, player count, join code etc... to a "master server list" for servers they host via unity relay.
I see that the Unity documentation about server list the be about cloud hosted servers. Is there an official way to do it for player hosted servers or should I just continue with my method?

jovial seal
#

Hello!

I'd like to use Multiplay Host, Matchmaker, and Lobby services from UGS. I find a sample project called Megacity Metro, but i find that super overwhelming, thats a complete project that makes me confused. Is there a smaller example project that uses UGS and Netcode for Entities?

wooden belfry
#

Hii

warm badge
bold jetty
#

hi! I just started experimenting with Cloud Code. After setting up a simple Access Control, I try to use the example script provided by this documentation:
https://docs.unity.com/ugs/en-us/manual/cloud-code/manual/modules/how-to-guides/access-control

However I can't generate binding with the deploy tool...

I attached the log, its says :
System.Exception: DotNet failed with Error Code -532462766. Details:
. StdErr: Unhandled exception. Unity.Services.CloudCodeBindingsGenerator.UnprocessableSchemaException: Unprocessable schema: {
"type": "object"
}

Anyway, before I go into details, what I already try and what are my theories, am I in the right discord room? Or there is a more specific discord somewhere for UGS?

white hill
#

I am using the Lobby Query API.

I am running a CRON job that runs the lobby API Query every 1 minute.

But sometimes it doesn't run.

This doesn't make sense, are there API rate limiting that is keeping me from doing this, is my code bad, or is the api just slow?

I'm trying to figure out what is happening exactly.

How do I make sure that the Lobby Query API runs consistently when I want to run it?

white hill
#

wait, I think I am figuring it out.

Querying Lobbies by Anonymous tokens, seem inconsistent and unreliable.

Querying Lobbies by a Service Token seem to work consistently and is more reliable.

Going to query lobbies by Service Token, and I am going to assume there is no real difference between using an anonymous token vs Service token and that Service token is just more consistent.

strong hinge
#

Access control

candid kettle
#

Does unity ads support webGL?

candid kettle
#

is there any alternative for webgl monetization?

signal flame
candid kettle
#

k, thanks

jovial seal
#

guys i still dont get it.

https://docs.unity.com/ugs/en-us/manual/mps-sdk/manual

i went through this documentation, but I still cant run my game as multiplayer. The matchmaking tickets are counting in the cloud dashboard, but the online player's count dont. I noticed that in my servers there are error logs.

SessionException: Invalid client world. Please make sure it has been created before attempting to setup network.

but the documentation does not say a word about this. Atleast the one I linked above. Is there a complete documentation about this? How people figure out how this thing works?

Edit: I am using Unity 6. After I created the netcode for entities part, I went to this documentation:
https://docs.unity.com/ugs/en-us/manual/mps-sdk/manual/working-with-mps

sick saffron
#

I'm looking for someone who is very familiar with Vivox systems that I can poke for advice. DMs preferred, mine are open. if you're willing to talk me through a couple concepts, I'd be massively grateful

desert magnet
#

Hi peeps. I have a fairly complicated (for me anyway) situation.

I'm making a mobile game which has a physical hardware component which is purchased through a website.
An account is made at this sale stage for customer support.

I would also like to build a leaderboard system. I'd like to have this be a unified leaderboard across android and iOS players.
I was originally thinking that I would grab a unique identifier (platform-specific gamecenter/googlePlayGames) and use that to identify the user in my leaderboard database.

Eventually i was going to link the player's platform specific IDs with their hardware-purchase account, to synchronise their state, unlocks etc. across their devices.

I was planning on just making my own SQL DB - but today I notice that google has leaderboard services and unity also has UGS Leaderboard services. I haven't checked what apple has yet. I notice unity also had a "social API" which is being deprecated ( replaced by UGS i guess? ) - Unity and google also have "cloud save" stuff?
So now i'm really not sure what to do.

This is all interesting but I feel id rather just run my own DB. but in the end I'm not sure. this is my first serious game.

Please share with me your experiences and advice! Thank you!

warm badge
desert magnet
quick elk
#

Does anyone have any experience with Ironsource LevelPlay Unity ?

ebon basin
# worldly kettle Found the issue, i had the Unity Widgets installed, and it was automatically try...

Hey Leon,

I'm currently looking into this issue. The widget package does automatically initialize all relevant services (UnityServices, AuthenticationSerive and Vivox) so you could get started super fast.

That being said, it should not interfere with your own implementation. I tried to reproduce the issue but can't. Do you by any chance remember what your setup looked like? For example what widget you had in the scene and if there was anything custom besides the code snipped you send [here](#archived-unity-gaming-services message) ? Did you use some widget to start a session or did the above logs happen directly when entering play mode?

Would be very much appreciated if you have any additional info so we can improve the compatibility 🙂

worldly kettle
# ebon basin Hey Leon, I'm currently looking into this issue. The widget package does automa...

From the top of my head I can't think of doing anything special, and not sure anymore considering we made our own joining logic now. Can answer more in detail later.

But if i remember correctly i used the event on the host/join type widgets to load a new scene (using the network manager's scene manager). Then in the other scene i did things to enable vivox proximity chat with my own code, but it kept leaving the channel.

Noticing widget stuff in the scene as "do not destroy", we tried removing those packages, and suddenly our vivox stuff just worked.

The code we had for vivox proximity chat is mostly what the wiki sample code snipets does.

ebon basin
worldly kettle
jovial seal
#

Hello Guys!

Now I was able to move forward with my multiplay hosting. Atleast I think i did 🙂
As you know, when we allocate servers, the created machines has ports like 9000, 9100, 9200, etc...

In here, endpoint.Port, i defined a port 7777, but obviously, it's not what my server uses, so somehow i should get what port exposed on server side, am I wront?

I use Netcode for Entities

maiden token
#

Hello,

I have an Andorid app in the Google Play Store.
I have noticed that I have not received any advertising revenue for about 4 days.
The following error is thrown in the app:
Unity Ads SDK fail to initialize due to game with ID ..... is not enabled

I have not released an update in the last few weeks and have not made any changes to the settings.
Where does this error come from?

jovial seal
warm badge
spice turret
#

Hey everyone! I noticed that Unity LevelPlay's IronSource SDK is legacy now. So I tried to find documentation for LevelPlay's newer SDK, but it just points to the old IronSource documentation. Where can I find the newer docs?

Edit:
https://developers.is.com/ironsource-mobile/unity/rewarded-video-integration-unity/#step-1
Everything just takes me to this site. The stuff here doesn't work and gives a lot of errors.

warm steeple
#

Hey, I was wondering what you think is the best approach to implement a kind of tribe/team system by using Unity Gaming Services. As far as I know there is not a kind of tribe system in UGS yet. I already implemented Authentication by CustomId, Cloud Code, Cloud Save and Leaderboards. And I wonder if I should implement the UGS Friends system. What are your approaches to Tribe/Team system with UGS in the background currently? And no I am not using Steam. Love to hear what others do. Thanks!

warm badge
#

You can make a Cloud Code module to handle invites and kicking and what not.

south breach
#

hello, i try to integrate vivox for my game, now i am having issues with memory usage on iOS, it keep increasing after mute then unmute until it is crash, what i can do fix it? if you want any other information, then tell me, thank you

obsidian tide
#

Analytics: I created a Custom Event and noticed that the "Unity Player ID" is missing from my events in the Event Browser. I then added it as a parameter manually, it was still empty. Then I tried setting the "unityPlayerId" field in my Custom Event code, implementing a SetParameter method. But it's still empty. How do I get this in?

mental umbra
mental umbra
obsidian tide
queen copper
# obsidian tide Thank you! Adding the field manually leads to an invalid event with message "Inc...

Hey Tom,

Thanks for bringing this to our attention. It does look like you have found a bug. We are running some tests to see why the unityPlayerID is visible in the EventBrowser, confirming that standard events are sending it, but not visible in the SQL Data Explorer analysis tool.

Populating the unityPlayerID on your custom events should be possible too, but you will need to

  1. Add the unityPlayerID parameter to each of your custom events using the Event Manager tool
  2. Populate the unityPlayerID parameter on each custom event you record, you can pull the value from the AuthenticationService.Instance.PlayerId

I suspect your 'invalid event...' error is down to 1.

queen copper
obsidian tide
obsidian tide
#

@mental umbra I implemented leaderboard/player avatars like we discussed earlier btw., as base64 encoded strings on CloudSave (player public). It works great!
Only thing I'm not sure about: I have two leaderboards with 10 entries each that get fetched on every session start and after every individual run. Those requests could pile up quickly I guess.
Having the option to automatically attach public player data to leaderboard entries would be nice. Is that possible already somehow?

mental umbra
mental umbra
# obsidian tide <@1068529132905963642> I implemented leaderboard/player avatars like we discusse...

Oh great! And yeah that's a great question and thanks for asking. It's not at the moment but we are looking at improving the developer experience here.

In the short term, we want to improve batch requests on Cloud Save, so you can fetch data for multiple players / from multiple Custom Items more easily and so fetch a bunch of data in a single request.

In the longer term we would like to explore being able to query multiple data sources in a single request - maybe something like GraphQL, maybe using schemas, etc - so that they feel more connected and it's easier to do queries that span data that might be stored in different places.

eager trail
#

Slightly a complicated question, but is it possible with UGS, specifically with Multiplay Hosting and Matchmaker, to setup an architecture, in which my unity server acts as a server for multiple game sessions? I've experience in setting up servers in unity like that, but for them we've always written custom matchmaking and server hosting.

So, basically, I'm asking if something like this is possible with UGS out of the box :
Players join matchmaking queue [Matchmaker], which triggers a new server to be hosted [Multiplay Hosting], and now players in lets say this particular region will continue getting connected to the same recently deployed server, until lets say 400 players [100 sessions, 4 per game session] are concurrently connected. Only then multiplay hoster, launches another server. if game sessions in this particular region get over before the server is maxed out, they continue connecting to that one.

Also, for this, matchmaker needs to generate a couple of more IDs [for arguments sake, I can call them RoomID in a particular server], which the server/and the player client need to be aware of. So, is this possible?

I am going through the docs and trying to understand them, so would much appreciate it direct keywords if its possible directly, or with some hoop jumping

warm badge
full flint
#

Hi 👋 I'm working on the implementation of the Access Control Policies. The best practice says I should first define a policy denying access to all and then add granularity on the services I want to allow access to.

#

I have defined the following

#
  "statements": [
    {
      "Sid": "allow-cloud-save-read-access",
      "Action": [
        "Read"
      ],
      "Effect": "Allow",
      "Principal": "Player",
      "Resource": "urn:ugs:cloud-save:*",
      "Version": "1.0.0"
    },
    {
      "Sid": "deny-all-ugs-access",
      "Action": [
        "*"
      ],
      "Effect": "Deny",
      "Principal": "Player",
      "Resource": "urn:ugs:*:/**",
      "Version": "1.0.0"
    }
  ]
}
#

but it's not working, I get a 403 forbidden when an authenticated player tries to get access via the SDK with CloudSaveService.Instance.Data.Player.LoadAsync()

#

What am I doing wrong?

warm badge
full flint
#

I uploaded with the deployment tool the general one first

#

and then the more specific to allow read only

#

but when I pull them with the CLI tool it appears in that order

#

ill try the other way around

#

It's just alphabetical order I assume, I tried reuploading allow-cloud-save-read-access first and then deny-all-ugs-access the order is the same

obsidian tide
#

Semantic versioning of builds: I have a very neat build script locally, that basically takes a Git tag (e.g. "v0.5") and attaches the number of commits as patch level (e.g ".105") and writes the result into the PlayerSettings.bundleVersion - which gets rendered in the start menu of my game. But right now, I always have to make a local build and commit that version number before sending everything off to Cloud Build. Is there a good solution to automatically have semantic versioning on Cloud Build builds?

warm steeple
warm badge
warm steeple
#

@warm badge Yeah, its not so easy because of permissions and which data you are allowed to read from another player account, etc. So I would really like to see how Unity will implement this. I don't want to spend time on creating my own solution currently when Unity has something like this ready which can be used as a foundation.

warm badge
#

Yea, making a CustomId with a list of Player IDs is not hard but quickly becomes impractical when you need any kind of management.

snow trout
#

hi, may i have a clarification of PCU?

#

if i just initialize the vivox service on the client

#

but never join a channel

#

does that count as PCU?

rapid yoke
#

Hey everyone
Can some please help me with this issue.
I updated Unity and IAP and after making iOS project build I am stuck with this issue.

upper dagger
#

I tried using the VR Multiplayer template to build my game, but the Vivox connection doesn't seem to be working. When I run the game in the editor, I connect okay, but when I try to connect in a build on my Quest, I get stuck permanently trying to connect. I have permissions for microphone, sound and internet set up, and I've tried delinking and linking Unity services. Anyone have any advice?

warped vortex
#

Hello everyone,
I want to use IronSource as my ads mediator, but always get this error when try to Init using Levelplay or IronSource Agent

any one can help me ?
Thank you

brazen flume
#

is it possible to save and load data by id with cloud save?(by steam profile id)

robust yarrow
#

hi Ive been trying to get collabs for a game a friend and i want to start working on but no matter what i try he keeps getting this "invalid file " error when
checking the repository via the unity hub

ive tried replacing it with the file inside the project itself and even creating a new repository with the same files and it still says invalid files
Is there something im missing?? this is a new project with nothing in the scene besides a green box.
Any help is appreciated weve been stuck for hours

#

Ive tried following the instructions in the link within learn more but nothing has worked

warm badge
civic bramble
#

Hi!

This keeps happening with version control, not only on my side -> screen

Any suggestions? The only way i know solve this is deleting/re-downloading the project but we can't keep doing that.

civic bramble
#

Fixed with just deleting User/AppData/Local/plastic4 folder and login again.

oak quest
#

Hi, is there any way I can use ServiceToken instead of AccessToken for IGameApiClient.RemoteConfigSettings.AssignSettingsGetAsync(ctx, ctx.AccessToken,.. ?

I'm calling the C# cloud code module with trigger so there is no AccessToken in IExecutionContext

In other services like Cloud Save I can directly replace AccessToken with ServiceToken, but somehow the Remote Config is only available for Client and not Service Account.

in the link only Client Authorization: https://services.docs.unity.com/remote-config-client/v1/

There is remote-config-admin here: https://services.docs.unity.com/remote-config-admin/v1 but when I try IAdminApiClient there is no RemoteConfigSettings available.

oak quest
#

Check the web api doc I linked, usually for other services even if it is client api, they allow client or service account auth. The remote config only allows client auth.

sly gorge
rapid yoke
oak quest
oak quest
#

Also, is there a way to target specific group of players with PlayerIDs with the Game Overrides? What do I put in the jexl editor?

oak quest
warm badge
oak quest
viral hedge
#

Hi, my organisation does not appear in my Unity Hub, so I can't download the project I need. Any tips? I can see other organisations

latent path
shut remnant
#

Can anybody setup IAP and ads in my live mobile card game. I can pay

upper dagger
#

I've been trying to convert the VR Multiplayer template from Relay to Dedicated Servers through Multiplay for the last 3 weeks. I noticed that Unity launched a Competitive Action Multiplayer template a week ago, which handles Dedicated Servers through Multiplay. That being said, it's looking like the process of converting this template to a VR multiplayer game with dedicated servers is probably going to take a lot of rewriting FPS code.

Does anyone know what the best way for me to make a VR multiplayer dedicated servers game is? I have a prototype on VRChat that people love, and I'm trying to get it standalone, but the code is kicking my butt.

warm badge
#

But those Unity Templates tend to be hella overengineered

upper dagger
#

I couldn't understand the unity template at all, so i reorganized it into a state machine, where each step was Authentication->server readiness-> etc, and now I can't connect at all, and my entire project is broken haha. The only important code from my game is the movement code, which has nothing to do with networking, so I'm wondering if there's something I can download as a template to run a dedicated server that'll handle all the networking.

#

https://www.youtube.com/watch?v=JiqmoJ9XFnw&t=186s&ab_channel=DilmerValecillos

Actually just found these building blocks, going to start a new project and see if i can just drag and drop in a server

A Unity tutorial to help you learn how to create a VR or MR multiplayer game using the latest Meta Building Blocks. We'll also cover the Meta developer portal, Unity services, multiplayer building blocks, and how to test multiplayer features with the Meta XR Simulator and ParrelSync.

📢 CLICK on the link below for additional info on Meta's SDK &...

▶ Play video
warm badge
upper dagger
#

Do you know the system well? If I sent you my main file, would you be able to quickly find what I'm doing wrong? I think my server is crashing, but the multiplay dashboard doesn't have logging and I can't tell what's going wrong.

warm badge
#

Do you know the system well? If I sent

acoustic storm
#

Hello everyone, please tell me how to integrate a game created on Unity for Discord ...

warm badge
cunning perch
#

is Unity's authentication free?

#

like even if it authenticates 1,000,000 players

#

it says it is free here

#

so i'm confused

#

firebase costs like 4,000$ a month for 1,000,000 registers/logins

#

so is unity's authentication actually free

#

i don't want to be charged thousands of dollars if it isn't and the bill comes to me in a suprise

warm badge
cunning perch
#

i see.. thanks!

grizzled gazelle
#

Well i'd say for authentification, I would recommend you to use your own system, it will be much cheeper

gaunt sun
grizzled gazelle
#

You could make a wait queue when you have a load of users but it won't be your first issue, if you have a 1'000'000 users a month, the authentication won't be your faulty pipe

warm badge
#

Not having to worry about the security of people's passwords makes a hosted service worthwhile in any case.

grizzled gazelle
warm badge
#

I agree. That why I go with Unity Authentication

cunning perch
#

can anyone tell me why i'm getting the same "Player ID" no matter what Gmail i sign in with.

using Unity.Services.Core;
using UnityEngine;
using UnityEngine.UI;
using Unity.Services.Authentication;
using Unity.Services.Authentication.PlayerAccounts;

class PlayerAccountsDemo : MonoBehaviour
{
    [SerializeField] Text m_StatusText;
    [SerializeField] GameObject m_SignOut;

    [SerializeField] Button SignInBTN;
    [SerializeField] Button DeleteAccountBTN;
    [SerializeField] Button SignOutBTN;
#
    async void Awake()
    {
        SignInBTN.onClick.AddListener(StartSignInAsync);
        DeleteAccountBTN.onClick.AddListener(OpenAccountPortal);
        SignOutBTN.onClick.AddListener(SignOut);
        await UnityServices.InitializeAsync();
        PlayerAccountService.Instance.SignedIn += OnSignedIn;

        // Check if a cached player exists that had logged in before in a previous game session
        if (AuthenticationService.Instance.SessionTokenExists)
        {
            Debug.Log("Cached session exists. Attempting to restore session...");
            try
            {
                //SignInAnonymouslyAsync isn't just for guest accounts. This is how session token is used appearently.
                await AuthenticationService.Instance.SignInAnonymouslyAsync();
            }
            catch (RequestFailedException ex)
            {
                Debug.LogException(ex);
                m_StatusText.text = "Failed to restore session.";
            }
        }
        else
        {
            m_StatusText.text = "Please sign in.";
        }
    }
    void OnSignedIn()
    {
        m_StatusText.text = $"PlayerId: {AuthenticationService.Instance.PlayerId}";
        Debug.Log("Saved session!");
    }
#
    public async void StartSignInAsync()
    {
        if (!PlayerAccountService.Instance.IsSignedIn)
        {
            try
            {
                await PlayerAccountService.Instance.StartSignInAsync();
            }
            catch (RequestFailedException ex)
            {
                Debug.LogException(ex);
            }
        }
    }

    public void SignOut()
    {
        AuthenticationService.Instance.SignOut();
        PlayerAccountService.Instance.SignOut();
        AuthenticationService.Instance.ClearSessionToken();
        m_StatusText.text = "Signed out successfully.";
        Debug.Log("User signed out. Session cleared.");
    }

    //For deleting the account.
    public void OpenAccountPortal()
    {
        Application.OpenURL(PlayerAccountService.Instance.AccountPortalUrl);
    }
}```
#

when i sign in with my first Gmail. i am supposed to get one Player ID

#

and when i sign in with my other gmail. i'm supposed to get another different Player ID