When I remove "preview build" I stop getting a response from the server
S
Sandro Gakhokidze
started a topic
almost 8 years ago
Hi,
I've made leaderboards with gamesparks and all works well while I have a preview build on. I couldn't find any documentation on it but as the mouse over text says it "runs the game against a preview service". I suppose I have to remove that check mark when I'm shipping the game and when I do so my requests don't seem to be getting a response.
Any help?
Best Answer
C
Customer Support
said
almost 8 years ago
Hi Sandro,
When you uncheck preview build, it is expected that you have made a snapshot of your game and published it, this is considered the "live" version of your settings. This allows you to continue working on the "preview" version of your game without users coming across code that isn't ready yet.
For your second question, it's really more of a code managment question. It's up to you to define in Unity on what platform something should run, check this out:
Since I can't edit my post, I'll add this here: Could you also please tell me if there is an easy way to enable/disable gamesparks api for a given platform? I want to have it on windows phone but not on iOS and I don't think deleting every folder of Gamesparks is the best way to do this...
Customer Support
said
almost 8 years ago
Answer
Hi Sandro,
When you uncheck preview build, it is expected that you have made a snapshot of your game and published it, this is considered the "live" version of your settings. This allows you to continue working on the "preview" version of your game without users coming across code that isn't ready yet.
For your second question, it's really more of a code managment question. It's up to you to define in Unity on what platform something should run, check this out:
Thanks, I didn't know about the snapshot. Unfortunately code management doesn't cut it because when I build on iOS I get tons of errors regarding GameSparks even if I write everything GS on WP8 only. But my main question has been answered, thank you!
A
Ayyappa R
said
almost 8 years ago
Once we publish a version to make it live, how do we know on which mode our builds are made?(Live or Preview)
Is it just by "Debug" flag alone?
Thanks,
Ayyappa.
S
Sandro Gakhokidze
said
almost 8 years ago
No I think it's the Preview Build flag. If it's checked, you're build runs in the test server space, and once you uncheck it it runs in the real one. If you want to publish, make sure it is unchecked
A
Ayyappa R
said
almost 8 years ago
Ooops! yea , got it! Thanks Sandro.
S
Sandro Gakhokidze
said
almost 8 years ago
you're most welcome ; )
M
Mostro Labs
said
over 7 years ago
Hello, I have the same problem, I did a Snapshot on Gamesparks side and is has a green background color, so I assume it is working, but my game still doesn't work with "Preview Build" unchecked, do I have to wait some time until it will be available or am I doing something wrong?
3 people like this
C
Chris Brooks
said
about 4 years ago
I would also like to add that if you want the message to not be displayed directly on the screen you can comment out the OnGUI method in GameSparksUnity.cs and add console debug code as the last line of the Start method like so...
Debug.Log((GameSparksSettings.PreviewBuild ? "Starting Preview Build" : "Starting Live Build"));
This will write to the console window for you to see and it should also speed up the performance since it isn't calling OnGUI many times a frame.
Sandro Gakhokidze
Hi,
I've made leaderboards with gamesparks and all works well while I have a preview build on. I couldn't find any documentation on it but as the mouse over text says it "runs the game against a preview service".
I suppose I have to remove that check mark when I'm shipping the game and when I do so my requests don't seem to be getting a response.
Any help?
Hi Sandro,
When you uncheck preview build, it is expected that you have made a snapshot of your game and published it, this is considered the "live" version of your settings. This allows you to continue working on the "preview" version of your game without users coming across code that isn't ready yet.
For your second question, it's really more of a code managment question. It's up to you to define in Unity on what platform something should run, check this out:
http://docs.unity3d.com/Manual/PlatformDependentCompilation.html
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Sorted by Oldest FirstSandro Gakhokidze
Since I can't edit my post, I'll add this here:
Could you also please tell me if there is an easy way to enable/disable gamesparks api for a given platform? I want to have it on windows phone but not on iOS and I don't think deleting every folder of Gamesparks is the best way to do this...
Customer Support
Hi Sandro,
When you uncheck preview build, it is expected that you have made a snapshot of your game and published it, this is considered the "live" version of your settings. This allows you to continue working on the "preview" version of your game without users coming across code that isn't ready yet.
For your second question, it's really more of a code managment question. It's up to you to define in Unity on what platform something should run, check this out:
http://docs.unity3d.com/Manual/PlatformDependentCompilation.html
Sandro Gakhokidze
Thanks, I didn't know about the snapshot.
Unfortunately code management doesn't cut it because when I build on iOS I get tons of errors regarding GameSparks even if I write everything GS on WP8 only. But my main question has been answered, thank you!
Ayyappa R
Once we publish a version to make it live, how do we know on which mode our builds are made?(Live or Preview)
Is it just by "Debug" flag alone?
Thanks,
Ayyappa.
Sandro Gakhokidze
No I think it's the Preview Build flag. If it's checked, you're build runs in the test server space, and once you uncheck it it runs in the real one. If you want to publish, make sure it is unchecked
Ayyappa R
Ooops! yea , got it! Thanks Sandro.
Sandro Gakhokidze
you're most welcome ; )
Mostro Labs
3 people like this
Chris Brooks
I would also like to add that if you want the message to not be displayed directly on the screen you can comment out the OnGUI method in GameSparksUnity.cs and add console debug code as the last line of the Start method like so...
Debug.Log((GameSparksSettings.PreviewBuild ? "Starting Preview Build" : "Starting Live Build"));
This will write to the console window for you to see and it should also speed up the performance since it isn't calling OnGUI many times a frame.
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