Dear Gamesparks-Team,
I am currently evaluating which mBaaS to use.
Currently, I am focusing on GameSparks, App42 and PlayFab.
My issue is, that for our game a user/player will be able to create multiple profiles.
For each profile I want to store the information that is provided by GameSparks out of the box - currencies, achievements, virtual goods etc. and use the respective functionality.
Unfortunately, only Playfab supports multiple profiles (called Characters at Playfab) per player.
My current workaround for GameSparks would be to create a player that owns other playsers (the profiles) and store the ownership-relation in a collection called "Profiles".
Upon launching the game, the owner would log in and could see all its profiles and when selecting a profile, the respective profile would be authenticated and logged in.
Unfortunately, with this approach I would be using many more MAUs than necessary.
Imagine I have 5k MAUs with 2 profiles each, I would end up with 3*5k = 15k MAU already exceeding the free limit.
Is there any suggestion how to implement multiple profiles per player and keeping all the functionality from GameSparks for the profiles without breaching the MAUs?
You can also move this thread to the "Feature Request" section if you feel it fits better there.
Best regards,
Heiko
Best Answer
C
Customer Support
said
almost 6 years ago
Hey Heiko,
It is possible for you to build this kind of framework yourself, as our customers have, in the past implemented systems with a single player account having multiple characters. However, it will always need to be tied to a single player account and would need some modification of the out-of-the-box features to work. But it is possible, yes.
I just realized that the free limit for the Indie plan is 100k MAU and not 10k MAU.
However, the question still arises (just presume I did the calculation with 50k MAU with 2 profiles each).
G
Gareth Pursehouse
said
almost 6 years ago
Hey did you find out more about this? Did you implement your multiple profiles under one user?
Customer Support
said
almost 6 years ago
Answer
Hey Heiko,
It is possible for you to build this kind of framework yourself, as our customers have, in the past implemented systems with a single player account having multiple characters. However, it will always need to be tied to a single player account and would need some modification of the out-of-the-box features to work. But it is possible, yes.
Sean
P
Pr
said
about 5 years ago
Hello,
Did someone managed to make it work or would share how to do it?
Thanks!
P
Pr
said
about 5 years ago
Nevermind. I found it.
H
Heiko Holz
said
about 5 years ago
What did you do? I use now a "Player" for each of my Profiles and link the Account (also a "Player") with its Profiles
P
Pr
said
about 5 years ago
Yeah this is what I do.
I have a collection for the characters that only contains the Player Id and the character name.
Each document contains the ID and the character name.
I then always add in my other collections both values (Name and ID).
And,I search my info by using these two values (Name and ID).
There are no other ways to do that right now I think.
G
Gareth Pursehouse
said
about 5 years ago
It's a shame they don't have this feature yet still. But it seems that the custom workaround would block the ability to use their other systems because of things like buying virtual goods. They'd just be assigned to the single player account, rather than being able to assign them to the specific profile, right?
Customer Support
said
about 5 years ago
Hi Guys,
If you plan on using multiple characters by give them a specific ID value in a document in a collection then what you could do is store the current active characters ID in the players scriptData. Then when something needs to change in the character inventory, the current id can be retrieved from scriptData and the correct character document can be updated. You would just need an event to set the scriptData value when a player decides what character to play with.
Regards,
Liam
P
Pr
said
about 5 years ago
Liam,
What do you suggest is that you would only need to pass that info once, when the player selects his character. Then after that we would need to refer to the scriptData from the cloud code?
Is that right?
G
Gareth Pursehouse
said
about 5 years ago
Liam,
your solution is 100% custom code though right? It means none of the GameSparks features can be used. Like currency and virtual goods, etc..
H
Heiko Holz
said
about 5 years ago
@Gareth:
you can, if each of the Characters / Profiles is a GameSparks "Player".
You can use its ID to use the GameSparks features. (or you just authenticate with your character in your game).
G
Gareth Pursehouse
said
about 5 years ago
These answers are too vague. How do we give one user two profiles? That's why these question rounds go on so long.
H
Heiko Holz
said
about 5 years ago
each profile is a user (player).
you link multiple profiles (users/players) to one "main" user / player (that you have assigned to be the "account")
Heiko Holz
Hey Heiko,
It is possible for you to build this kind of framework yourself, as our customers have, in the past implemented systems with a single player account having multiple characters. However, it will always need to be tied to a single player account and would need some modification of the out-of-the-box features to work.
But it is possible, yes.
Sean
2 people have this question
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Sorted by Oldest FirstHeiko Holz
Gareth Pursehouse
Hey did you find out more about this? Did you implement your multiple profiles under one user?
Customer Support
Hey Heiko,
It is possible for you to build this kind of framework yourself, as our customers have, in the past implemented systems with a single player account having multiple characters. However, it will always need to be tied to a single player account and would need some modification of the out-of-the-box features to work.
But it is possible, yes.
Sean
Pr
Pr
Nevermind. I found it.
Heiko Holz
What did you do?
I use now a "Player" for each of my Profiles and link the Account (also a "Player") with its Profiles
Pr
Yeah this is what I do.
I have a collection for the characters that only contains the Player Id and the character name.
Each document contains the ID and the character name.
I then always add in my other collections both values (Name and ID).
And,I search my info by using these two values (Name and ID).
There are no other ways to do that right now I think.
Gareth Pursehouse
It's a shame they don't have this feature yet still. But it seems that the custom workaround would block the ability to use their other systems because of things like buying virtual goods. They'd just be assigned to the single player account, rather than being able to assign them to the specific profile, right?
Customer Support
Hi Guys,
If you plan on using multiple characters by give them a specific ID value in a document in a collection then what you could do is store the current active characters ID in the players scriptData. Then when something needs to change in the character inventory, the current id can be retrieved from scriptData and the correct character document can be updated. You would just need an event to set the scriptData value when a player decides what character to play with.
Regards,
Liam
Pr
Liam,
What do you suggest is that you would only need to pass that info once, when the player selects his character. Then after that we would need to refer to the scriptData from the cloud code?
Is that right?
Gareth Pursehouse
Liam,
your solution is 100% custom code though right? It means none of the GameSparks features can be used. Like currency and virtual goods, etc..
Heiko Holz
@Gareth:
you can, if each of the Characters / Profiles is a GameSparks "Player".
You can use its ID to use the GameSparks features. (or you just authenticate with your character in your game).
Gareth Pursehouse
These answers are too vague. How do we give one user two profiles? That's why these question rounds go on so long.
Heiko Holz
each profile is a user (player).
you link multiple profiles (users/players) to one "main" user / player (that you have assigned to be the "account")
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