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Party Matchmaking Questions

  1. Sometimes Party members data is lost. When creating the party, when someone is joining

  2. Leave party (at least when alone), error when called. The party data is already gone, but IsInParty still true, when create a party again error.

  3. There is invite method. But I can't find any event listener / method to handle that. Such as OnInvited or AcceptInvitation.

  4. What is loading mean in observable?

  5. Do you have any date or timeline when the party service ready?

  6. Is there a party storage? Similiar to clientData in GroupService that we can utilize?

  7. Is there any method / way to disband the party?

  8. What is the difference between Party.State vs Party.Value aside from its getter setter?

  9. Is Party.State / Party.Value automaticaly updated if there is a change in party data? (new member join, owner change, etc). I found that we can also get Party data directly from Party, ex: Party.Id, Party.Members, Party.Leader. Members data is List. Are those string values gamerTags? Why string not long? What is the difference between gamerTag (long) vs playerId (string)?

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Assume User

Does GetStats/SetStats also does some sort of AssumeUser?

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REST API request parameters

Please provide an overview / description of the listed parameters : scope, third_party, refresh_token, client_id, code, token, customerScope, grant_type

Kiosk Login w/ mobile device

How do I implement kiosk login from a mobile device? I want to run a specialized game build on a physical installation, but allow players to log into their Beamable accounts using their phones or other mobile devices.

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BeamContext vs Beamable.API

Could you elaborate on the use of BeamContext versus Beamable.API ?

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Publish Window Checkboxes

Does ticking a microservice in the publish window mean "Publish the specific modifications" or "Publish and Run only the ticked ones"?

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Inventory subscriptions

Hi! What do functions of the Inventory subscriber receive, when they receive a currency update event? Is it safe to assume that incoming data structure contains all the currency values of this player, or is it actually just the stuff that changed (sparse update)?

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Stored Login Information

Hi, I'm doing the first steps with the app but I would like to avoid uploading my login data to the plastic repository we have, which is the file where this data is stored, so can I ignore it?

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How do I implement a currency that increases over time on the server?

I have an implementation design question - how would I go about implementing a currency (or a stat, doesn't matter for this purpose) that generates over time on the server?

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Can I make a direct connection to a Microstorage Mongo Database?

Can I get the connection string to connect directly to the Mongo Database?