Комментарии:
As some have mentioned, saving graphical settings to the cloud is a baaad idea. I strictly meant some general settings and key maps (what I show on the video)
Ответитьi dont think you will see this but could you make a full tutorial on how to add this like from 0 to this?
ОтветитьIs it possible to save as json?
Ответитьcloud save doesn't come up in the package manager when I search the Unity Registry.
Is this only available in later versions of unity? I'm running 2021.2.2f1 Personal.
Thank You for the Code and the very simple game! Really helped me get going as fast as possible!
I appreciate you! 🙌
Brilliant code base on GitHub dude. Nicely compartmentalized and easy to understand. Out of everything so far, that code was the most helpful (I suppose I should acknowledge about 4 days of getting to grips with UGS moving away from sqlDB setup back in 2019)
Old dogs can learn new tricks!
can you create a proper video for how to do all this.
ОтветитьSo even with a lot of looking online, I can't seem to find anything on using Cloud Save to store Non-Player data- eg world events ect. Does anyone know how I can accomplish this?
ОтветитьCan you make a video on “how to set-up and use Unity Authentication “. ? Thnx. Love your videos. They are incredibly helpful.
ОтветитьHey do u have a video for Unity Authentication ? I want link it with "Unity Player Accounts Beta" but I never did that before.
ОтветитьCan we save images in cloud save?
ОтветитьSo, quick math - if you autosave every 10 seconds; you can have 115 full time concurrent players on the free plan. That's not bad at all.
ОтветитьGame settings should not be cloud saved. If a user is playing on a powerful PC and then moves to a low end portable system to be on the go they will not want the same settings. Save game saves only. Game settings should be local to the system.
ОтветитьThanks for this amazing short tutorial. It's very helpful
I have a question.
How about offline mode can cloud save handle it?
Thanks in advance.
Is encryption necessary? What about man in the middle attacks?
Ответитьis this like firebase?
ОтветитьHow secure is cloud save? Can players access and modify the data at all?
ОтветитьDoes it make sense to implement this if your game is on Steam? Doesn’t Steam have it’s own Cloud save system?
Ответитьtnx for nice tutorials as always. there is a question in my mind,how can a user (admin) access to all other player id's saved in the cloud? if admin wants to retrive data from specefic user id? as i tested with this awsome video you're able to load data from youre submited id in cloud.
ОтветитьThank you!
ОтветитьHello, please make a tutorial on native cloud saving on mobile devices. On android there is a Google Play Services plugin, where everything is documented in detail, but the problem with iOS is that they do not have an official plugin. I would like to see a detailed tutorial with the analysis of pitfalls.
ОтветитьSuper useful wrapper thanks
ОтветитьYou should mention that Unity Cloud is only working if you are using Unity Authentication, too. Without Authentication it does not work as far as I remember, but perhaps things changed?
ОтветитьSeems you solved a half of the problem. Another part is authentication, if you use anonymous authentication, user can’t recover their data when they change their device or clean the cache.
Ответитьbut no !! i bought sorcery game on steam .. and now there is no more save in the cloud 😛
ОтветитьI love that level up effect on the Snorlax, what effect is that? :)
ОтветитьThis looks great and I need cloud save, but I cant trust anything made by Unity, it feels like they are going to abandon it shortly :F
ОтветитьWoopo woop
ОтветитьGreat to see new videos on the channel!
Ответитьcool
Ответитьfix link unde the vid, it takes you to cloud code instead. great video!
ОтветитьI'm sure now that Cloud Save is amazing, but YOU sir are amazing too! Thanks for those top-notch videos!!
ОтветитьThis feels much more like advertising for unity's feature than any other of taros Videos :-/
ОтветитьСтолько труда вложено в каждое видео. Спасибо за информацию, супер полезно. 😍
ОтветитьThis is great man, it should totally be a standard! I lament the loss of many local saves of favourite games. Good to see you're back on the bike! :)
ОтветитьPlaystation, PC, my ball and xbox wtf kkkkkkkkk
Ответитьyour videos never get recommended to me, so annoying!
Ответитьwow.. i watched but forgot to leave a comment? i must be a bad person!
ОтветитьIs it replaceable with Firebase?
Ответитьthank you for the cool video !!
i am a beginner in unity and do not get it how the user is assosiated to the saved data without authentication.
or is the service associate the device with a hash ?
AND can i use this in WebGL app ?
What identifies the client/user to cloud save?
ОтветитьOne thing to watch out for. You are now saving data from a person online. This may mean you are saving from some in a jurisdiction that requires additional work. If you have users in E.U. you need GDRP compliance, consent, and a way to forget the data. If users are in China then you need PIPL compliance.
ОтветитьI like how unity are adding native back end support to it's engine, better than using third party providers such as playfab and others and having multiple dashboards to run your game, please make a video also covering the new authentication, leaderboard and notification in unity services, the documentation is lacking it only provides the method and required testing to understand, a tutorial will be amazing
ОтветитьHe's alive!
ОтветитьThis is a great example of a how an ideal tutorial should be, short, on to the point and there are even example project too. Thank you for making this great content.
ОтветитьYOU PLAY BRAWL STARS!! THIS SO COOOOL
Also, welcome back, it's been a while
Also, great video, I'm looking forward to implementing what you talked about when I'm done with my game
Thank you for the great content as always. Your video makes me want to try Cloud Save System, which seems easier to use and more accessible than I thought, thanks to this video.
Thank you
Nice work buddy 👏 Excellent !!! Let's go....
ОтветитьSo you're using anonymous login. If I'm reading your code correctly, the data you're saving is game-specific, not user-specific (except that you're using the player's 'slot' as the key). If I wanted to data to be saved to particular user for use in a multiplayer game I'm guessing I would need to force them to really login (not anonymously).
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