• Categories
  • Recent
  • Tags
  • Popular
  • Solved
  • Unsolved
  • Users
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Darkly)
  • No Skin
Collapse
brainCloud Forums
    • All Time
    • Day
    • Week
    • Month
    • All Topics
    • New Topics
    • Watched Topics
    • Unreplied Topics
    • All categories
    • All tags
    Load new posts
Log in to post
  • J

    'INVALID_TOKEN' When Sending Push Notifications

    Scheduled Pinned Locked Moved Solved APIs push notifications ios
    24
    2 Votes
    24 Posts
    2k Views
    Simon LavigneS

    I just got our iOS Push Notifications working with brainCloud and would like to add a few tips to this thread.

    For the less Mac-Savvy developers like me, here's what it looks like when you only have your certificate with no private key to export as a P12 file:

    Screen Shot 2019-06-19 at 4.02.20 PM.png

    Notice the selected category is [My Certificates]. Certificates in the [Certificates] category have the P12 export option greyed out.

    I am using Unity as a development platform and for some reason my device would only receive Development Push Notifications even when running in Release in Xcode. It's only after uploading to TestFlight that my Production Push Notifications started working.
  • Paul WinterhalderP

    Important: Unity 2019.X on mobile devices

    Scheduled Pinned Locked Moved General defect ios unity
    23
    2 Votes
    23 Posts
    3k Views
    S

    It's really useful post,[url=https://www.latestdatabase.com/]Buy Email Database[/url]
    thanks for sharing your information See more details....

  • C

    Unity Room Server

    Scheduled Pinned Locked Moved Solved APIs docker server room server docs documentation unity
    20
    0 Votes
    20 Posts
    448 Views
    C

    @David-St-Louis-0 @Paul-Winterhalder
    Hi again.
    I would like to debug my server locally, in Unity. I have the _S2S stuff all hooked up as described in the walk through.
    But then I tried to do the following (actual numbers redacted)

    #if UNITY_EDITOR var appId = "00000"; var serverName = "MyServerName"; var secret = "00000000-0000-0000-0000-000000000000"; _lobbyId = "00000:myLobbyTypeId:00"; #else // Load environment variables passed in by brainCloud to our container var appId = Environment.GetEnvironmentVariable("APP_ID"); var serverName = Environment.GetEnvironmentVariable("SERVER_NAME"); var secret = Environment.GetEnvironmentVariable("SERVER_SECRET"); _lobbyId = Environment.GetEnvironmentVariable("LOBBY_ID"); #endif

    However, I am getting a perpetual error:
    #S2S S2S Failed: {"packetId":1,"messageResponses":[{"reason_code":40613,"status_message":"Processing exception: Unrecognized lobby: 00000:myLobbyTypeId:00","status":400}]}

    I even signed up for a Dev+ subscription, just in case that was the problem, per this thread. No luck.

    How can I test my server code locally, while still planning for the full-on S2S Docker container deployment?
    Thanks

  • U

    Limit to API calls within cloud script?

    Scheduled Pinned Locked Moved Solved Cloud Code cloudscript
    9
    0 Votes
    9 Posts
    258 Views
    Paul WinterhalderP

    Sounds good Ali - thanks for the confirmation!

    Paul.

  • M

    API for managing CloudCode scripts and API hooks

    Scheduled Pinned Locked Moved Suggestions continuous integrati api deployment
    8
    1 Votes
    8 Posts
    249 Views
    J

    Hi,
    Any updates on what's coming up on the Builder API?
    I've been using it so far to automate the deployment of cloudscripts during development and has been a great time saver so far. I'd like to know or if you have some kind of a timeframe of when we can expect "Global Properties" to be available. Cause having would allows us to automate deployment of configuration files too.

    Also, is the Builder API going to able to make calls to interact with entities? We're migrating from gamesparks, and a useful tool for liveops was to build custom screens that would serve as tools for interacting with user data. Since Braincloud doesn't have that feature, we're looking into rebuilding those screens in Unity, but the missing piece of the puzzle is that we need a way to have access to entity data.

    Thank you for your time!
    J.B.

  • Omar AlzayedO

    Group Members SummaryData

    Scheduled Pinned Locked Moved Suggestions suggestion
    8
    0 Votes
    8 Posts
    479 Views
    Paul WinterhalderP

    We'll look into it @Omar-Alzayed ...

    Paul.

  • PaulW_PlayAP

    Test post from me

    Scheduled Pinned Locked Moved General braincloud test
    8
    0 Votes
    8 Posts
    316 Views
    A

    Check.. 1 2 3

  • T

    Shared Global Context for each CloudCode invocation?

    Scheduled Pinned Locked Moved Cloud Code tuning loot script cloud code
    8
    0 Votes
    8 Posts
    187 Views
    Paul WinterhalderP

    @Travis-Brown-John You can create them manually from the Monitoring menu.

    Monitoring | Global Monitoring | Global Entities.

    Note - if your app is live, you need to unlock it first. You'll see a bit [+] button to the right of the Bulk actions drop-down.

    Good luck!

    Paul.

  • Omar AlzayedO

    A few suggestions I have so far

    Scheduled Pinned Locked Moved Suggestions suggestion
    7
    0 Votes
    7 Posts
    526 Views
    Omar AlzayedO

    @Paul-Winterhalder said in A few suggestions I have so far:

    . Would it be fair to say that those user's entities would have to have their ACL set to other: 1 so it's readable?

    Yes, that would be the case.

  • J

    Modules/Common code scripts?

    Scheduled Pinned Locked Moved Solved Cloud Code script
    7
    0 Votes
    7 Posts
    442 Views
    A

    Similar situation here, i had built a micro framework on GameSparks to cover cases that almost every cloud driven game require. This saved huge amount of time working on new games and at the same time sharing code among existing features.
    Please consider this requirement a must have for any serious game development.

  • T

    Does a Pre-hook consume an extra API call?

    Scheduled Pinned Locked Moved General cloud code
    7
    0 Votes
    7 Posts
    227 Views
    A

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

  • C

    NodeJS setup question

    Scheduled Pinned Locked Moved Unsolved APIs api unity
    6
    0 Votes
    6 Posts
    230 Views
    C

    Thanks @Paul-Winterhalder and @David-St-Louis-0 . I'm communicating with our web dev and am passing on the information to him. I'll respond here once I get more information from him. Appreciate the quick replies.

  • K

    lobbyId ?

    Scheduled Pinned Locked Moved Solved APIs matchmaking ios lobby lobbyid
    6
    0 Votes
    6 Posts
    233 Views
    K

    Oh okay, I understand.
    Yeah I was already trying to use the C++ SDK, and I will also be waiting for the Obj-C one.

    Thank you!

  • A

    Inquiry of service capabilities and suggestions on the best way to implementation

    Scheduled Pinned Locked Moved General multiplayer leaderboard multiple devices currency
    6
    0 Votes
    6 Posts
    313 Views
    Paul WinterhalderP

    What sort of devices? Will people really sit there logged into multiple devices, and expect them all to rise in realtime?

    I mean, wouldn't a user play on one device. Finish, and maybe pick up another device - and when they do, you refresh all the stats when the app loads?

    I would suggest you use RTT for real-time notifications - but we actually assume that that a user would only have one logged in RTT session - so that won't work.

    You could send push notifications to all of the devices. Push notifications can have data payloads - so your client app(s) can catch the updated data, or maybe the notification is just a signal to the client to request updated data... (likely more flexible).

    Alternatively, I guess your option best option would be to have the devices poll every <x> minutes or so...

    Honestly, the use case still seems a bit weird though - I'm probably just not understanding something 🙂

    Paul.

  • D

    Processing Refunds?

    Scheduled Pinned Locked Moved APIs transaction log refunds
    6
    0 Votes
    6 Posts
    191 Views
    A

    @Paul-Winterhalder It'd be great if we can have this info. +1

  • T

    Stacktrace for Cloud Code errors?

    Scheduled Pinned Locked Moved Cloud Code cloud code script rhino cloud code
    6
    2 Votes
    6 Posts
    192 Views
    Paul WinterhalderP

    Well - the new release isn't out yet - it's just a Release Candidate.

    https://github.com/mozilla/rhino/releases

    That said - we are very happy to see the progress - since it has been over a year since 1.7.13 was released!

    Hopefully soon!

  • Paul WinterhalderP

    brainCloud 4.5.5 release coming soon...

    Scheduled Pinned Locked Moved General amazon braincloud roadmap 4.55
    5
    2 Votes
    5 Posts
    88 Views
    A

    WOW, Thank you Paul

  • C

    Thank you

    Scheduled Pinned Locked Moved General grateful
    5
    1 Votes
    5 Posts
    96 Views
    C

    With the new include functionality I have been able to drop my script sizes by 60-90%! This cleans up the code dramatically and promotes code reuse.

    Excellent work to the BC team!

  • Paul WinterhalderP

    brainCloud 4.4 is here!

    Scheduled Pinned Locked Moved General braincloud release
    5
    1 Votes
    5 Posts
    175 Views
    Paul WinterhalderP

    Hi guys,

    The plan is to release 4.5 in April.

    Cheers!

    Paul.

  • D

    Award Achievement Issue

    Scheduled Pinned Locked Moved Solved Cloud Code cloud code script gamification
    5
    0 Votes
    5 Posts
    198 Views
    D

    Cheers guys. Thanks for the quick response!

  • Login

  • Login or register to search.
  • First post
    Last post
0
  • Categories
  • Recent
  • Tags
  • Popular
  • Solved
  • Unsolved
  • Users