playMaker

Author Topic: Cloud Saving  (Read 2811 times)

Seiryu33

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Cloud Saving
« on: September 11, 2024, 05:26:55 AM »
I wasn't finding anything on this topic, but how would I go about saving and loading game data in Cloud so that players can load data on any device (i.e, steam, Xbox, etc)? Saving on device is one thing, but in want players to be able to load data on any platform.

jeanfabre

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Re: Cloud Saving
« Reply #1 on: September 13, 2024, 12:23:05 PM »
Hi,

 you need a server that would give you a "REST" api so that you can contact that server and tell it to save or load data.

you would need to learn basic php or asp and database management or similar server side code though.

https://amirkamizi.com/blog/php-simple-rest-api
https://medium.com/@dharshithasrimal/php-rest-api-7441197312d7

...nothing trivial if you have never coded a line before unfortunatly...


what kind data do you want to save?

Bye,

Jean

Seiryu33

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Re: Cloud Saving
« Reply #2 on: September 21, 2024, 02:01:06 AM »
Progression mostly. My save data is setup to save states when values are reloaded (like this event plays when this this float value is loaded.)

jeanfabre

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Re: Cloud Saving
« Reply #3 on: September 21, 2024, 05:15:20 AM »
Hi,

 you could get away with saving purely json files for each of your players. But for this you will need a way to handle user management... that's where it's getting a lot more tedious unfortunatly... one can do it very simply with an email based registration with a code being sent to the email for verification, that's basic but enough to identify individuals. Have you checked on the asset store for game back end that could provide you with what you need?

Bye,

Jean

jeanfabre

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Re: Cloud Saving
« Reply #4 on: September 21, 2024, 07:25:35 AM »
Hi,

 it seems that Unity is making a free tier for their game cloud service, I think it's something you just investigate:

https://unity.com/products/gaming-services/pricing

it features user management and data saving.

https://services.docs.unity.com/cloud-save/

Bye,

Jean