Thanks for downloading the brainCloud Unity / C# client library! Here are a few notes to get you started. Further information about the brainCloud API and a few example Tutorials can be found here:
https://getbraincloud.com/apidocs/tutorials/
If you haven't signed up or you want to log into the brainCloud portal, you can do that here:
https://portal.braincloudservers.com/
The brainCloud API Reference can be found here:
http://getbraincloud.com/apidocs/apiref/#capi-auth
Package | Description |
---|---|
brainCloudClient_csharp_X.X.X.zip | C# projects |
brainCloudClient_unity_X.X.X.unitypackage | Unity projects |
To install the brainCloud library, open the brainCloudClient_unity_X.X.X.unitypackage file with your Unity Project open, and click the import prompt:
It is essential to first delete the Assets/BrainCloud folder to ensure a clean import, when updating to a new version of the brainCloud SDK.
Note that the plugin has gone through major updates since BrainCloud 4.7 release, please refer to the appropriate plugin guide.
Once installed, you will need to configure a few settings from the brainCloud menu. If you don't see a brainCloud menu, click any menu bar entry to get Unity to refresh the list of menus.
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Select your team and your app.
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With your app selected, debug information will now appear in the debug tab when the game is running.
If braincloud is not yet added:
- Simply take the .unitypackage file and add it to your project. Typically clicking on the file while your project is open, or dragging the .unitypackage file into your assets folder in the editor will put you through the process of adding braincloud to your project.
- Then click on the newly added braincloud drop down, and click on settings to configure your app
If you already have a version of the braincloud plugin:
- With your project closed, navigate to your project folders, and delete the braincloud folder and all of its contents entirely.
- Then open your project and simply take the .unitypackage file and add it to your project. Typically clicking on the file while your project is open, or dragging the .unitypackage file into your assets folder in the editor will put you through the process of adding braincloud to your project.
- Then click on the newly added braincloud drop down, and click on settings to configure your app
If errors pop up, you may not have completely deleted braincloud and all of its contents, try again to make sure.
Login or Signup to brainCloud then select your team and your app!
- If you used or called upon the BrainCloudSettingsDLL or the BrainCloudEditorSettingsDLL before, these have been replaced with BraincloudPlugin and BrainCloudPluginEditor respectively. You may have some new errors where you hadn't before. You will need to make adjustments for the new plugin. BrainCloudPlugin and BrainCloudPluginEditor now only have readable values for security purposes. They do not have writeable values, so you may need to change some of your logic.
The readable values are:
- DispatcherURL
- AppId
- AppSecret
- AppIdSecrets
- AppVersion
- The app version is now handled through the Build Settings, where you put in company name, version etc.
- You no longer need to call Enable Logging in code, you can toggle on and off logging with the check box in the plugin window. This needs to be done in between running your app.
- To sign into other apps, you will need to re-sign in for security purposes.
- The plugin now has a version we will update when future changes are made.
Examples of using brainCloud in your Unity Projects can be found here.
To check that everything is working, try running the default scene which is located here:
- BrainCloud/Unity/Scenes/Default.unity
You should see a dialog box asking for user/password. Enter anything you want here and you should get authenticated.
Here are a few common errors that you may see on your first attempt to connect to brainCloud.
- App id not set: Verify you've set up the app id and app secret correctly.
- Platform not enabled: Verify you've enabled your platform on the portal. If you're running from the Unity editor, you'll need to enable either Windows or Mac OS.
If you're still having issues, log into the portal and give us a shout through the help system (bottom right icon with the question mark and chat bubble).
brainCloud is a ready-made back-end platform for the development of feature-rich games, apps and things. brainCloud provides the features you need – along with comprehensive tools to support your team during development, testing and user support.
brainCloud consists of:
- Cloud Service – an advanced, Software-as-a-Service (SaaS) back-end
- Client Libraries – local client libraries (SDKs)
- Design Portal – a portal that allows you to design and debug your apps
- brainCloud Architecture
The wrapper contains quality of life improvement around the brainCloud Client. It may contain device specific code, such as serializing the user's login id on an Android or iOS device. It is recommended to use the wrapper by default.
If using the wrapper use the following code.
GameObject go = new GameObject();
_bc = go.AddComponent<BrainCloudWrapper>();
_bc.WrapperName = _wrapperName; // optionally set a wrapper-name
_bc.Init(); // extra data, such as: _appId, _secret and _appVersion, is taken from the brainCloud Unity Plugin. See Installation Guide above
DontDestroyOnLoad(go); // keep the brainCloud game object through scene changes
Your _appId, _secret, is set on the brainCloud dashboard. Under Design | Core App Info > Application IDs
_wrapperName prefixes saved operations that the wrapper will make. Use a _wrapperName if you plan on having multiple instances of brainCloud running.
If your app is already live, you should NOT specify the _wrapperName - otherwise the library will look in the wrong location for your user's stored anonymousID and profileID information. Only add a name if you intend to alter the save data.
_appVersion is the current version of our app. Having an _appVersion less than your minimum app version on brainCloud will prevent the user from accessing the service until they update their app to the lastest version you have provided them.
In your project's update loop, you're going to want to update brainCloud client so it can check for responses.
If you're using Unity and added the brainCloud Wrapper as a GameObject, Unity will auto update the wrapper.
Ensure you set the GameObject as DontDestroyOnLoad so it won't be deleted when switching scenes.
DontDestroyOnLoad(go);
If you're not using Unity or GameObjects, you will need to call update yourself in the update loop. To do this, you need to call Update();
_bc.Update();
The simplest form of authenticating with brainCloud Wrapper is an Anonymous Authentication.
_bc.AuthenticateAnonymous(_successCallback, _failureCallback, NULL);
This method will create an account, and continue to use a locally saved anonymous id.
Your _callback will inherit from IServerCallback and contain the functions needed to react to the brainCloud Server response.
To login with a specfic anonymous id, use the brainCloud client.
_bc.Client.AuthenticationService.setAnonymousId(_anonymousId); // re-use an Anon id
_bc.Client.AuthenticationService.setAnonymousId(_bc.Client.AuthenticationService.generateAnonymousId()); // or generate a new one
_bc.Client.AuthenticationService.AuthenticateAnonymous(_forceCreate, _callback);
Setting _forceCreate to false will ensure the user will only login to an existing account. Setting it to true, will allow the user to register a new account
After having the user create an anonymous with brainCloud, they are probably going to want to attach an email or username, so their account can be accessed via another platform, or when their local data is discarded. Attaching email authenticate would look like this.
_bc.IdentityService.attachEmailIdentity(_email, _password, _callback);
There are many authentication types. You can also merge profiles and detach idenities. See the brainCloud documentation for more information: http://getbraincloud.com/apidocs/apiref/?java#capi-auth
Most of our APIs suggest using UTC time, so we have added utility functions for better handling local and UTC time.
Int64 UTCDateTimeToUTCMillis(Date utcDate) //returns the UTC time in milliseconds as an Int64.
Date UTCMillisToUTCDateTime(Int64 utcMillis) //returns a Date in UTC based on the milliseconds passed in
Date LocalTimeToUTCTime(Date localDate) //Converts a Local time to UTC time
Date UTCTimeToLocalTime (Date utcDate) //Converts a UTC time to Local time
Note We have also made overloads of these utility functions to support DateTimeOffset.
examples of use:
DateTime _date = TimeUtil.LocalTimeToUTCTime(DateTime.Now); //convert your date to a UTC date time.
Int64 _dateMilliseconds = TimeUtil.UTCDateTimeToUTCMillis(_date); //convert your UTC date time to milliseconds
_bc.ScriptService.ScheduleRunScriptMillisUTC("scriptName", Helpers.CreateJsonPair("testParm1", 1), _dateMilliseconds, tr.ApiSuccess, tr.ApiError); //pass it into one of our calls that needs UTC time.