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  • brainCloud 5 is alive!

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  • Welcome to the brainCloud Forums!

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  • Customizing your forum settings...

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  • Test post from me

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    Check.. 1 2 3

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    Hello @Gavin-Beard!

    We've had trouble reproducing this issue on our end. After some testing with a small app on MacOS and iOS, we have not been able to see the error you are encountering using Unity 2021.3.8.

    If you could, please check out the app here and let us know if this issue is still persisting. It is a barebones authentication app and it should run on multiple devices. The Authentication.cs script has all the gory details. Just open up the Main scene under Assets > App > Misc > Main.unity to get it running. You will also need to add your brainCloud credentials, but you can copy the Authentication example template in brainCloud to test the app.

    Please let us know how this app works on your end and if any issues are encountered! You should be able to click on any error logs in the in-app console to copy the log to your device's clipboard.

    As for your specific issue, my best guess is that perhaps an external library of sorts might not be supported with brainCloud, such as the Newtonsoft Json.NET library. For JSON de/serializing, brainCloud comes with JsonFX. You can also make use of Unity's own JsonUtility for structured JSON de/serialization. Both the app I've shared and the examples on our GitHub make use of JsonFX extensively.

    If you'd like to know more and see how a more robust app can handle brainCloud authentication, as Franco suggested, you should check out our Authentication example on our Unity Examples GitHub.

    Hope this helps! Please let us know if you have further questions or inquiries about this.

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    Update 3 - okay - the networking optimization is back in place now.

    (Though we haven't turned it on for the Portals yet - just want to ensure there aren't any issues first...)

    Paul.

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  • Async match without opponent

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    @Paul-Winterhalder said in Async match without opponent:

    Hi,

    brainCloud currently offers two forms of matchmaking:

    Offline matchmaking - for async match (i.e. words with friends) or one-way multiplayer (i.e. class of clans) style games. Both of those multiplayer types require you to have an opponent to play against when the match starts.

    There is also online matchmaking - which uses our lobby system - which is suitable of any online / real-time sort of multiplayer.

    (That one doesn't require you to have an opponent in mind when the lobby starts... and the lobby can start a match via a relay or room server session right away...)

    That said - I get the feeling that you are talking about more of an async match scenario (i.e. not-necessarily-online multiplayer) - where the match can start before an opponent has been identified.

    Am I correct that that is the scenario you are wanting to target?

    It's an interesting approach - as there's a much lower chance of matching against another player who isn't going to respond in a timely manner.

    Let me know if I've got the scenario right and we'll give it some more thought...

    Paul.

    Hi Paul,

    Yes, you are correct. When a user starts a new game, it'd essentially see if someone has already started a game but has no opponent, If a match is found the second player will be added to the game and can then make their move. If no match is found that is awaiting a player, it'll create a new game, let player 1 make their move and then go "dormant" until a player two is ready.

    If you have ever used the turn based aspect of Apples Game Center turn based service, this is essentially how that works.

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  • Password content specification?

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    FYI - this feature was added in brainCloud 4.13 - https://getbraincloud.com/apidocs/release-4-13/

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    @Ben-Morris unfortunately yes
    they promised to solve it in BC 5.0 though

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  • brainCloud 4.11 is coming!

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  • Leaderboard score range

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