I initially call:
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(
m_saveName, //name of file.
DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime,
(status, game) => SavedGameOpened(status, game, null));
I have players data loaded like so:
((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(game, SavedGameLoaded);
However, due to needing to upgrade to SDK34 and Google's own Unity Plugin having bugs in the latest version that break key features I need to use, I'm trying to migrate to use Essentials Kit for cloud save.
However, I've been storing player data using:
((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(game, updatedMetadata, data, SavedGameWritten);
Where data is a string converted using:
Encoding.UTF8.GetBytes(encryptedSaveBinary);
Any guidance/tips on how I will migrate this and let my players restore their old saves??
Unsure if I can just pull out the byte[] as a string using:
CloudServices.GetString(m_saveName);
Initial tests this has not worked, but unsure if that's another issue or if I have thinking all wrong on how this works.
Thanks ^_^ hope you have some guidance please
