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Is there a mechanism for manipulating the running instances of events? [even if just for testing]
I notice that in testing I made an event, and had it start now.
Matchmaking - Asynchronous Multiplayer
Can Beamable support non real time turn based games (Hearthstone/chess speed)?
Modifying Data w/ REST API
(How) Can we access and modify player data through REST API?
External APIs from Microservices
Can we call external APIs from microservices? Limitations?
Service Call Limits
Do you have limits on service calls (concurrent requests, count per player, microservice call duration, memory usage, etc) and/or player data (storage size, number of keys, I/O transfer)?
Microservices Runtime
Under which runtime the microservices run? Is it 100% compatible with Unity code? (e.g. shared libraries called on both client and server)
Microservice Languages
Can we write (parts of) microservices without using Unity? Do you (plan to) support other languages (e.g. typescript)?
Independent Microservices
Can we separate the deployment of microservices into independent parts?
Content Cache
How is content data sent to the clients? Is it cached on the device or fetched every time? If cached, can we force a redownload?
Managing Login Between Devices
How do you manage player login between devices? Can a player link their account to multiple auth (e.g. Facebook + Apple)? Can a linked account be unlinked? Can a different account (e.g. anonymous account on another device) be linked to an existing account via Facebook/Apple/…?