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Bug Pricing typos?

Discussion in 'Economy' started by DavidZobrist, May 26, 2022.

  1. DavidZobrist

    DavidZobrist

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  2. DavidZobrist

    DavidZobrist

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    If this would be the real pricing we rather use cloud code and cloud save to store the currency.
     
    Last edited: May 26, 2022
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  3. DavidZobrist

    DavidZobrist

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    Just for information. The pricing is confirmed to be correct.

    We will use Economy for premium currencies only.

    And other resources the player can gather / collect, as cloud saves since its cheaper and good enough.
    The visible main benefit of of currencies is to use them in conjunction with virtual purchases, which will make purchases simple and save. This might be a good solution for shop like situations but not for price scaling ingame upgrades, as the purchase price and output is fix.
     
  4. Laurie-Unity

    Laurie-Unity

    Unity Technologies

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    Hi David,

    The Economy 'write' pricing is not a typo, it is correct, but your calculation on the difference is out by an order of magnitude, it isn't x100, more like x14 on Cloud Save writes.

    If you want to handle all the currency and inventory via CloudSave, with your own bespoke methods, in order to save cash, that's an entirely viable solution.

    However, you won't have the ability to add these currencies to virtual purchases as well as the 'management' portion of the currency support such as incrementing/decrementing/automatic initialization of currencies etc.
     
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  5. DavidZobrist

    DavidZobrist

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    Ah right I was taking the free writes as another factor 10x , which isn't correct, your right!
    It is 10 times faster to charge you, as it has 10x less free write calls compared to cloud save.

    Regarding:
    If you want to handle all the currency and inventory via CloudSave, with your own bespoke methods, in order to save cash, that's an entirely viable solution.

    However, you won't have the ability to add these currencies to virtual purchases as well as the 'management' portion of the currency support such as incrementing/decrementing/automatic initialization of currencies etc.


    Virtual purchases dont fit our needs.
    We would need something like "virtual upgrade", as we develop an idle game. Where you do a lot of upgrading / purchasing and the pricing and outcome has to be able to scale. (array of prices or equation based on other cloud save values). And only to use currency for having the increment / decrement build in, is not worth the extra call within our cloud functions. Since we can get up to 20 cloud save values in one api call, having the resource ( "wood" in our current example) beeing part of that get / set call appears to be better than doing another economy get / set just for this one value.

    This obviously may vary in other projects.
     
    Last edited: Jun 14, 2022
    Laurie-Unity likes this.
  6. Laurie-Unity

    Laurie-Unity

    Unity Technologies

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    Hi David,

    Thanks for sharing the additional context and your thoughts, this is great feedback.