What does using SetDurable(true) with AccountDetailsRequest in the Unity3D sdk accomplish?
Best Answer
C
Customer Support
said
about 8 years ago
Hi James, SetDurable allows you to queue up GameSparks requests in the event that a user loses their online connections. Imagine you're on a train playing you're game, as you enter a tunnel you lose your Cellular Data connection and get a new high score. By setting SetDurable on the request that updates the leaderboard on GameSparks, the next time your connection is restored that request will be sent.
In the event of accountDetails, you usually only ask for that information when you need it, so SetDurable might not be entirely necessary. Either way, the next time your internet connection connects, that request will be queued and fired off.
Hi James, SetDurable allows you to queue up GameSparks requests in the event that a user loses their online connections. Imagine you're on a train playing you're game, as you enter a tunnel you lose your Cellular Data connection and get a new high score. By setting SetDurable on the request that updates the leaderboard on GameSparks, the next time your connection is restored that request will be sent.
In the event of accountDetails, you usually only ask for that information when you need it, so SetDurable might not be entirely necessary. Either way, the next time your internet connection connects, that request will be queued and fired off.
Shane
D
Darren Wood
said
over 7 years ago
Hi there, is there any support for this functionality within the iOS SDK?
Thanks.
Customer Support
said
over 7 years ago
Hi Darren,
The SetDurable functionality is currently only available in the Unity version of the GameSparks SDK.
Thanks
Liam
D
Darren Wood
said
over 7 years ago
Are there plans to support this in the future? Seems like rather important functionality.
Customer Support
said
over 7 years ago
Hi Darren,
Yes, we are planning on bringing this functionality to all of our SDKS in the coming months.
Thanks
Liam
E
Esteban Traina
said
about 7 years ago
Hi there,
A few questions,
1) Is there any limitation with SetDurable?
2) Is it sufficient for mantaining sync between local data and cloud stored data? For example, can I play a game OFFLINE for, let say, a week, playing every day, saving all the data in local and for each one saving, calling function to store data on cloud with SetDurable(true), and get assured that when the player gets online, again, after a week of offline playing, all the data well be sent and stored on cloud so local and cloud data will be the same? Or you recommend to create or own sync system?
3) SetDurable keep living if the player close the game?
James Peebles
What does using SetDurable(true) with AccountDetailsRequest in the Unity3D sdk accomplish?
Hi James, SetDurable allows you to queue up GameSparks requests in the event that a user loses their online connections. Imagine you're on a train playing you're game, as you enter a tunnel you lose your Cellular Data connection and get a new high score. By setting SetDurable on the request that updates the leaderboard on GameSparks, the next time your connection is restored that request will be sent.
In the event of accountDetails, you usually only ask for that information when you need it, so SetDurable might not be entirely necessary. Either way, the next time your internet connection connects, that request will be queued and fired off.
Shane
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- Popular
- Newest First
Sorted by Oldest FirstCustomer Support
Hi James, SetDurable allows you to queue up GameSparks requests in the event that a user loses their online connections. Imagine you're on a train playing you're game, as you enter a tunnel you lose your Cellular Data connection and get a new high score. By setting SetDurable on the request that updates the leaderboard on GameSparks, the next time your connection is restored that request will be sent.
In the event of accountDetails, you usually only ask for that information when you need it, so SetDurable might not be entirely necessary. Either way, the next time your internet connection connects, that request will be queued and fired off.
Shane
Darren Wood
Hi there, is there any support for this functionality within the iOS SDK?
Thanks.
Customer Support
Hi Darren,
The SetDurable functionality is currently only available in the Unity version of the GameSparks SDK.
Thanks
Liam
Darren Wood
Are there plans to support this in the future? Seems like rather important functionality.
Customer Support
Hi Darren,
Yes, we are planning on bringing this functionality to all of our SDKS in the coming months.
Thanks
Liam
Esteban Traina
Hi there,
A few questions,
1) Is there any limitation with SetDurable?
2) Is it sufficient for mantaining sync between local data and cloud stored data? For example, can I play a game OFFLINE for, let say, a week, playing every day, saving all the data in local and for each one saving, calling function to store data on cloud with SetDurable(true), and get assured that when the player gets online, again, after a week of offline playing, all the data well be sent and stored on cloud so local and cloud data will be the same? Or you recommend to create or own sync system?
3) SetDurable keep living if the player close the game?
Regards,
Esteban.
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