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Discussion Cloud Save SDK 3.0

Discussion in 'Cloud Save' started by IainUnity3D, Oct 19, 2023.

  1. IainUnity3D

    IainUnity3D

    Unity Technologies

    Joined:
    Oct 5, 2022
    Posts:
    36
    We've recently updated Cloud Save, with major updates to the service, the documentation and the SDK's for both Unity and for Cloud Code and we are planning to bring more improvements to the SDKs and the documentation.

    Features of Cloud Save include:
    • Player Data for player data
    • Game Data for non-player game data
      e.g. NPCs, state for objects in the world, or game systems (quests, inventories, etc)
    • Player Files for save game data in any format (up to 1 GB)
    • Querying to make data stored in Cloud Save searchable
    • Cloud Code integration for server authoritative game logic
      e.g. run Cloud Code Triggers when data changes
    • Access Classes provide out of the box support for reading and writing public, protected and private Player Data and Game Data
    You can find more information on the features and examples in the Cloud Save documentation:
    https://docs.unity.com/cloud-save

    I'd love your feedback on what sort of examples we could add that would be relevant, to learn of pain points (what are some of the stumbling blocks?) and for folks who have already integrated Cloud Save to share success stories.
     
    Last edited: Nov 2, 2023
  2. wgeorgio

    wgeorgio

    Joined:
    Nov 15, 2017
    Posts:
    32
    Since this update, I have updated my code since some methods were obsolete. The only problem so far is the ListAllKeysAsync method doesn't work as stated in the documentation, but in the sample that code worked.
    Code (CSharp):
    1. var keys = await CloudSaveService.Instance.Data.Player.ListAllKeysAsync();
    I constantly get
    Code (CSharp):
    1. Access token is missing
    as I do with all the other scripts I make sure this
    Code (CSharp):
    1. await UnityServices.InitializeAsync();
    is in the code but it still says that. I am signed in and I was able to save just fine; just not do this method.
     
  3. wgeorgio

    wgeorgio

    Joined:
    Nov 15, 2017
    Posts:
    32
    Looks like I just needed to signIn
    Code (CSharp):
    1. await AuthenticationService.Instance.SignInAnonymouslyAsync();
     
    IainUnity3D likes this.
  4. IainUnity3D

    IainUnity3D

    Unity Technologies

    Joined:
    Oct 5, 2022
    Posts:
    36
    Thanks for follow up with the solution! I appreciate you raising this as an issue you ran into.

    I've been thinking it would be helpful if we moved the location of the complete code example (with auth) in the documentation so that it's more discoverable, and not buried at the bottom of one of the tutorials - I'll go see about that.