I know this has been asked multiple times, but posts are really old, some links are missing and official documentation is not clear about this.
I dont understand the 40 request per second thing. At some post I've read it scales up per user, does this apply for private databases too? I simply dont get it, And how does it scale up ? Is it linear or how is the formula?
And what's exactly a request? Any operation of querying, fetching, updating or saving?
I simply can't get it because 40 requests per second seems extremely low, I mean just with a few thousands of users saving his progress (even if its just a 50K string) would end up being extremely expensive. (Overage Fee: $100 per 10 requests )
So what do you do then if you need more requests per second, you simply pay the overage?
There must be something I'm not understanding. Thats why I'm asking.
Thanks a lot
EDIT: is maybe 40 request / user ? that would make more sense
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iOS 14 devices are not able fetch games saved on, previous iOS versions (tested with iOS 13 and 12), no matter how much you wait or how many times you try, or even if you restart the device.
Tested more than 20 times, it simply doesn't work. It works the other way around, games saved on iOS 12 and 13 are fetched without problems among them and on iOS 14.
By the way the app container in device (iCloud settings>Storage management) appears, and even shows the size of the save file. But still, it won't fetch.
Anybody else?
My game has several SavedGames and they are retrieved succesfully using FetchSavedGames except when I run the game for first time after install, no exceptions, no errors, just shows 0 saved games.Once I'm inside the game I call the method again and shows the correct results.This call is one of the first actions the game algorythm makes, just in case has something to do.Any idea why this might happen?Thanks,pistoleta.EDIT: More people with same problem, no sollutions:https://stackoverflow.com/questions/40992442/gklocalplayer-fetchsavedgameswithcompletionhandler-returns-0-games-on-installati/60728584#60728584
Hello all, we are working on a game for iOs using Unity.We have been able to save our game data using the iCloud KVS, but when i used a tool to explore the iPhone content (iExplorer) i found the dictionary with all our values. We dont want users to tamper with the savefiles so I would like to know if there's any way of avoiding this data to be found, or if its available some kind of encryption, or simply we shuld encrypt it ourselves before saving.Thanks a lot!pistoleta