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I have a simple record called UserCode, the name of the record is created by each user entering the app for first time creating an alphanumeric random string of 8 letters. When I try to query, or fetch this record FROM THE APP it simply gives me error 11 (not exists) or records.length==0 if i try to query. If i do it from the dashboard all fine, i can query and fetch. The name of the record is set as searchable, also tried with queryable. Nothing works. The icloud account I use in the app is the same one as the dasboard. All permissions are open for that record, except world write. Any explantion or sollution? i've been 2 days around this and i cant find a way.
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I'm using Unity 2020.3.33 and an external asset too update and fetch leaderboards, when I replaced the code to use the unity one I see that crashes when fetching leaderboards. Authentication works fine but this happens when I try to fetch my leaderboards: Code: var leaderboards = await GKLeaderboard.LoadLeaderboards(GameCenter.LeaderBoards.Age.ToString()); Stack:  Default constructor not found for type Apple.Core.Runtime.NSMutableArrayString  StackTrace: at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x00000] in <00000000000000000000000000000000>:0  at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0  at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0  at System.Activator.CreateInstance[T] () [0x00000] in <00000000000000000000000000000000>:0  at Apple.Core.Runtime.ReflectionUtility.CreateInstanceOrDefault[T] (System.IntPtr pointer) [0x00000] in <00000000000000000000000000000000>:0 at Apple.Core.Runtime.NSMutableArrayFactory.Init[TBase,TElement] () [0x00000] in <00000000000000000000000000000000>:0  at Apple.GameKit.Leaderboards.GKLeaderboard.LoadLeaderboards (System.String[] identifiers) [0x00000] in <00000000000000000000000000000000>:0  at UIGovHighscore+d__34.MoveNext () [0x00000] in <00000000000000000000000000000000>:0  at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0  at UIGovHighscore.ReadResidentRankV2New () [0x00000] in <00000000000000000000000000000000>:0
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Hello people. I've been giving my CloudKit game for testing to some dozens of users. The save file is being saved in their Private Database. (approximately 100KB). One of them got on first run the cloudKit exception 25 (QuotaExceeded) which means the user's iCloud was full so the first record was not created in the users private database. This happened on the first attempt to run the game, so I will probably instruct to save into the Public Database. But my question is.... is it possible that this error pops up AFTER I created the first record? I mean... could my game run perfectly for x time and then, if the user fills the iCloud space with other stuff... one day get QuotaExceeded and stop working? Thanks a lot.
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I'm receiving exceptions and user reports from devices that don't belong to my testers. One of them even has the Chinese language set in it. Another thing is they dont seem to have any iCloud account set up so it makes me think its an emulator of some type. Is it possible these reports are coming from any TestFlight bot or tester ? Or should I start to worry of who's having access to my app? Thanks
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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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Hi, as far as I found there's not a way of hiding In App Purchases in certain countries. Actually, Apple's Guidelines suggest that is not even allowed. But not long ago countries like Belgium and Netherlands have taken legal actions against studios that offer this kind of In App Purchases so... Whats the solution? Completely remove any type of loot boxing from our game? Remove the game from those countries App Store ? (I dont know if this is even possible, I guess it is) Find the location of the player programmatically and show/hide IAP's (not very reliable) I'm surprised I couldn't find more debate about this since tons of games offer this kind of purchase. Thanks in advance!
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This exception triggers when the app tries to get the instance of the local database. It works well on other devices so far. I've tried 3 different devices with 3 different iOS versions (13, 14.1 and 14.2) And the one having this problem is the one with the 14.1 although I doubt this is an iOS problem. CKErrorDomain 3 seems to show connectivity problems but the device has good internet connection, also the iCloud is enabled. Anybody experiencing same issue?
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I went through some old posts and seems this is not possible but I would like to know if there's any update: Is it not possible to open iCloud settings from the app? I tried with the following URI Schemes: prefs:root=CASTLE (doesn't work) App-Prefs:root=CASTLE (brings me to the default settings window) Considering the iCloud settings need to be enabled to use CloudKit or GameKit and some users don't even know where are the iCloud settings I think this is quite important.
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I'm using CloudKit private database to sync the progress of my game among the different devices of a determinate user. So far so good, works nicely. But I don't know how to avoid this user to play the game with 2 different devices at the same time. Ideally I would like to kick the first device out of the game when the second one enters, but not allowing the second device would also be an option. I thought about using subscriptions but the more I read about them the more they seem oriented for push notifications so I was wondering if there's an easier way. Also thought about creating a 'keepAlive' register which I could set the timestamp every minute or something like that to tell the second device the game is in use... but I also find it a bit messy and unnecessary... I guess there has to be an easy way to do this that I'm missing. Any hint?
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I'm trying to do something quite simple. I want to avoid 2 devices with the same appleID to use the private database at the same time. For this purpose I thought about using a subscription. This way whenever a device enters the game it updates a register with the deviceUID. And if another device (using the same appleID and private database) is playing, gets notification and I let him know before kicking him out of the game. (We dont want 2 devices to use the database at the same time) Is this possible using the subscriptions? or did I misunderstood something? Because I was able to create the subscription and the code is supposedly listening to it but I dont get any notification by code when the register declared as 'suscriptionType' is modified or even deleted. Thanks a lot.
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Whenever I enter the CloudKit and check the logs in the development database I can see NO EVENTS at all. Neither in history or live events while I test the app. Although I can see on telemetrics that records have been created, modified, deleted and even some conflicts have occurred. I tried resetting the development environment just in case but it didn't solve the problem. By the way seems it's happening to more users: https://developer.apple.com/forums/thread/659851 Thank you very much.
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I have a general question for the apple customers here... Does the Feedback assistant ever solved any problem you have reported? Because I've filled 2 DTS and both have redirected me to this nice assistant to post the problem there... the first one maybe 1 month ago, has been completely ignored, even being an iOS 14.0 and 14.0.1 bug confirmed by several users. And seems the other one I filled is going to be ignored too. So I'm just wondering if this is the kind of support I must expect by using apple's services.
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Whenever I enter the CloudKit and check the logs in the development database I can see NO EVENTS at all. Neither in history or live events while I test the app. Although I can see on telemetrics that records have been created, modified, deleted and even some conflicts have occurred. Do I have to enable something actively to send logs? or they should be showing up by default? Is this happening to anybody else? I tried resetting the development environment just in case but it didn't solve the problem. Thank you very much.
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No live logs, also no logs in historical. Anybody experiencing the same issue? We can see activity in the telemetry section but nothing appears in the logs. Is this a bug? please someone?
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