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Using CloudSave in WebGL builds.

Since CloudSaveServices is basically backing up files specified in persistentDataPath on the backend is there a way to use it in WebGL builds since you can't save files in WebGL. Is there maybe an option to use CloudSaveService without local files and sending and loading the data from/to memory instead?

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What does this error mean "The scopes [] aren't sufficient for the request." ?

What does the error "The scopes [] aren't sufficient for the request" mean? I am trying to use the "Microservice Docs" page of the Beamable Portal to invoke a [ClientCallable] on a C# Microservice that I just published to a new realm.

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Gamer Tags

We'd like to implement a gamer tag system where we can identify a player from a custom ID which respects the following format: PlayerName#4DigitsID (such as in Discord)
We'd like to be able to retrieve a player from this ID. Is there such a mechanism implemented in Beamable?

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Is it possible to set the PID at run-time from script?

When adding features to the website we all re-use the same WebGL build but we use different realms. It would be great to be able to change realms via code or set the PID for build automation. Is this possible?

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Player Stat Update speed

How long does it take for a stat to propagate for other players to view? So if player A sets stat "room", what's the max amount of time it'll take for player B to see player A's "room" stat? Do stats have an eventually consistent model once saved?