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Resolved How to set environment through script

Discussion in 'Cloud Save' started by hyunwookimbob, Apr 5, 2023.

  1. hyunwookimbob

    hyunwookimbob

    Joined:
    Mar 10, 2023
    Posts:
    8
    Is there a way to set a Cloud Save environment through code? I currently have a 'production' and 'development' environment and whenever I cloud save, it automatically saves the player data on the 'production' environment.

    Remote Config has
    SetEnvironmentID
    function so, I was wondering if Cloud Save has something like that.
     
  2. MileyUnity

    MileyUnity

    Joined:
    Jan 3, 2020
    Posts:
    92
    Here's a quick snippet that will do that for you :), I usually do this specifically for debug and editor builds so that the production game automatically uses the right environments and I won't forget to change that when making a final build.

    Code (CSharp):
    1.            
    2. InitializationOptions options = new();
    3.  
    4. if (Debug.isDebugBuild || Application.isEditor)
    5. {
    6.     options.SetEnvironmentName("dev"); // sets the environment for all other UGS services
    7.     RemoteConfigService.Instance.SetEnvironmentID("environment-id-goes-here"); // Remote Config has its own override system
    8. }
    9.  
    10. await UnityServices.InitializeAsync(options);
    11.  
     
    hyunwookimbob likes this.
  3. hyunwookimbob

    hyunwookimbob

    Joined:
    Mar 10, 2023
    Posts:
    8
    Thank you!!!