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How can I manually validate Content with C# in the Unity Editor?

There is a validate button in the Content Manager, and it validates content and shows any errors in a popup window. Can I call this function from C#? Can I get a list of content validation exceptions?
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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?
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How can I migrate my game from GameSparks to Beamable?

In August of 2021, Amazon officially announced that the current version of GameSparks is being sunset and that all games on the platform need to be migrated to a new platform by September of 2022. Beamable has been named a GameSparks migration partner. How do I start the process of migrating my game from GameSparks to Beamable?
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Windows PC docker not detected issue

Windows PC docker not detected issue Here is exception : DockerNotInstalledException: Exception of type 'Beamable.Server.Editor.DockerCommands.DockerNotInstalledException' was thrown. Beamable.Common.Promise`1[T].GetResult () (at Library/PackageCache/[email protected]/Common/Runtime/Promise.cs:440) Beamable.Editor.UI.Model.ServiceBuilderBase+<CheckIfIsRunning>d__32.MoveNext () (at Library/PackageCache/[email protected]/Editor/UI/Model/ServiceBuilderBase.cs:49) --- End of stack trace from previous location where exception was thrown --- System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <695d1cc93cca45069c528c15c9fdd749>:0) System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <695d1cc93cca45069c528c15c9fdd749>:0) System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <695d1cc93cca45069c528c15c9fdd749>:0) System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <695d1cc93cca45069c528c15c9fdd749>:0) System.Runtime.CompilerServices.TaskAwaiter.GetResult () (at <695d1cc93cca45069c528c15c9fdd749>:0) Beamable.Editor.UI.Model.ServiceBuilderBase+<Init>d__35.MoveNext () (at Library/PackageCache/[email protected]/Editor/UI/Model/ServiceBuilderBase.cs:80) --- End of stack trace from previous location where exception was thrown --- System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <695d1cc93cca45069c528c15c9fdd749>:0) System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) (at <695d1cc93cca45069c528c15c9fdd749>:0) UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <3be1a7ff939c43f181c0a10b5a0189ac>:0) UnityEngine.UnitySynchronizationContext:ExecuteTasks() Beamable Version: 1.2.0 Docker version : Docker Desktop 4.8.2 (79419)
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How can I disable the presence API calls?

I know that the `MatchmakingService` requires the heart beat call, but I don't need matchmaking, and I don't want my game to send so many API calls. What can I do about it?
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How can i check nickname duplication?

Hi. I'm making multiplayer dice game with Beamable. I want to implement nickname duplication prevention system. Below is my idea to implement nickname system. - I defined player nickname as Beamable stat - Client requests to set nickname via Microservices API (Let's call this API "SetNickname") - "SetNickname" API modifies caller's nickname stat Then how can my "SetNickname" API check duplication and return error code to caller client? Thanks.
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Using admins tokens from a secure context

How can we use admin tokens from a secure context (server-to-server)?