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Firebase VS PlayFab VS GameSpark

Discussion in 'General Discussion' started by AlonLivne, Jul 24, 2023.

  1. AlonLivne

    AlonLivne

    Joined:
    Apr 12, 2018
    Posts:
    2
    Hi everyone, I am experienced in using Firebase, I came to a new position in a growing company with potentially millions of MAU.
    Several things are missing in the product, which should have been implemented long ago:
    1. Analytics services - needs to be able to query and attach to BI dashboards from a different service. We expect to get hundreds of events with varying parameters per user per session.
    2. Configuration services - a platform which will be friendly to operators (monetization, economy and game design) and allow them to change the game configurations immediately
    3. Crashes and Exception handling - something like Crashlytics, which will show me the stack, crash rates, error rates, device info etc...

    I know Firebase can provide all, but our CTO is reluctant. I am thinking maybe using UGS but not sure about their analytics platform, I used it several (5?) years ago and it wasn't very good.
    I would be happy to hear recommendations and reasons for the recommendation
     
  2. DungDajHjep

    DungDajHjep

    Joined:
    Mar 25, 2015
    Posts:
    173
    The most important thing about Playfab is that it is very cheap for small projects and runs very stable without dev maintenance, in addition its documentation is very complete.
    With UGS, I feel like there is something uncertain, needing someone with experience with it.
     
  3. AlonLivne

    AlonLivne

    Joined:
    Apr 12, 2018
    Posts:
    2
    Thanks a lot, as I said, it's a huge project, not a small one
     
  4. DungDajHjep

    DungDajHjep

    Joined:
    Mar 25, 2015
    Posts:
    173
    Like I said, it runs very well, just remember that it is serverless.
     
  5. xjjon

    xjjon

    Joined:
    Apr 15, 2016
    Posts:
    590
    Firebase is very good and proven to work at scale. What are your CTOs doubts with it?

    UGS is very new still and they are still changing their pricing model. It is much more expensive than Firebase with less features. Firebase is a stable product (and I think that is very important when you have a prod service with that many users).

    Btw, I think Crashlytics is vastly superior to Unity Diagnostics. The only area where Unity Diagnostics is better is that it is 1-click setup and can catch exceptions that happen BEFORE you initialize Crashlytics since it is initialized much earlier before any of your game code runs. But otherwise Diagnostics is a dead product in my opinion. It has been on life support for many years and does not provide nearly as many details as Crashlytics.
     
  6. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,874
    Firebase is backed by google, if your CTO has issues with it then you need to convince them of why that's silly, rather than pandering to them and finding a sub-optimal solution just to make them feel better
     
    xjjon likes this.
  7. zeroBudget

    zeroBudget

    Joined:
    Nov 14, 2019
    Posts:
    58
    Can you link me to some Playfab documentation/reference for Unity if you don't mind?

    all I see is stuff for REST APIs: https://learn.microsoft.com/en-us/gaming/playfab/api-references/

    And most tutorials tend to be from 2020, nothing new in the last year.
     
  8. xjjon

    xjjon

    Joined:
    Apr 15, 2016
    Posts:
    590
    https://learn.microsoft.com/en-us/gaming/playfab/sdks/unity3d/quickstart

    The tutorial is just to setup the unity SDK.

    Once you have the SDK the APIs are mostly the same as what you see int he rest interface. The playfab forum is very helpful if you need real code examples from Unity: https://community.playfab.com/index.html

    It is staffed by Playfab customer support so usually you will get a reply within 1 day and they try to answer even the simplest of questions.
     
    zeroBudget likes this.