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Does the portal allow us to cohort users by a percentage and stat?

Does the portal allow us to cohort a percentage of players with a specified stat?
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How does Receipt Validation work?

Offers that are defined within Beamable are automatically validated as part of the transaction. If the validation of the receipt fails for any reason, the purchase will fail with a receipt validation failure message. As part of this validation, Beamable implements Replay Guard functionality to prevent malicious attempts to replay a valid receipt. Validation on the iOS platform happens automatically on all Beamable offer transactions, provided the SKU located in the iTunes configuration is configured in Beamable. For validation to occur on Google Play purchases, the Game Maker must enter their license key into the Beamable realm config via the Portal as shown below. ![googlekey.png](https://files.readme.io/fe12865-googlekey.png))
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How can I get a list of all running events?

I've created an Event through the content manager which should be running, but I'm not sure how to tell whether it is.
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How can I programmatically tell if the user has changed?

Using the Beamable Account Management Flow, players can change which account they are logged into. How can I hook into this event to perform my own logic?
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What async workflows does Beamable support? How can I use Promises with async/await, Coroutines, and callbacks?

Beamable returns promises in various places, especially when making network calls. How do I get values out of promises, and get them to work nicely with coroutines, callbacks, or async/await?
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[v0.0.133] How do I know when the Beamable SDK has initialized?

I want to be able to tell when the SDK has initialized or a User has successfully logged in.
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Theme Manager: Version Control

Do you have recommendations for getting Beamable working with version control. I tried changing the theming by following the process describe in the documentation, but those changes seem to be getting ignore (possibly because we're ignoring the Library folder which is where I assume these changes are being saved)
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Portal: Can't access portal

Some of us are having trouble accessing the portal. For example, when my teammate tries to open it by clicking the button in Toolbox in Unity, they get this error on the webpage: "UnauthorizedError Requires Set(realms-read) but got Set()"
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Synchronous Turn-based multiplayer

Does Synchronous Turn-based multiplayer guarantee that player actions arrive in a consistent order, and no action is dropped? Can disconnected devices reconnect and synchronize their game state? Do we get notified if a player is disconnected, so that they can be replaced with a bot until they reconnect?
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Content Rollback

If we accidentally publish something wrong, can we roll back to a previous working snapshot?