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# general
  • j

    Jurjen

    01/14/2025, 1:31 PM
    message has been deleted
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    Jurjen

    01/16/2025, 8:25 AM
    message has been deleted
  • a

    Antonio Polanco

    01/16/2025, 8:33 AM
    Hello!
  • a

    Antonio Polanco

    01/22/2025, 11:11 AM
    Hello! has anyone been able to test metaplay with the new Unity Multiplayer Play Mode? When I execute more than 1 player, just one connection can be kept, the other is closed
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  • a

    Antonio Polanco

    01/31/2025, 2:54 PM
    Hi, about MetaRequest / MetaResponse, it is reliable to use it or it is still in development stage? I feel it's really convenient for requests from client that expects a response in the same call
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  • Hi guys. Could you advice me please how
    s

    Sunder

    03/26/2025, 8:25 AM
    Hi guys. Could you advice me please how to track if player has first session in offline env?
    MetaplayClient.PlayerModel.Stats.TotalLogins
    does not work in offline
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  • Is it possible to track that player has
    s

    Sunder

    04/03/2025, 12:13 PM
    Is it possible to track that player has changed logic version? The issue we are facing is that migration doesn't work for fields that are added in next logic version (AddedInVersionAttribute), so I think maybe it is possible to track logic version update and call migration again. If there are better ways to achieve this it would be very helpful
    j
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  • d

    drepster

    04/09/2025, 1:30 PM
    Just upgraded to 3.2.1. Loving the CLI ❤️
  • o

    Oskari Leppäaho

    04/14/2025, 5:01 PM
    hi! I added a new member to my implementiation of
    IDivisionScore, IDivisionContribution
    with the attribute
    [AddedInVersion(4)]
    , but when I'm trying to connect from a client with the previous logic version I'm getting a checksum mismatch for this member
    Copy code
    [19:29:23.889 WRN Division:0000000000] Client Player:TDVOyYbow2 reported checksum mismatch
    [19:29:23.896 WRN Division:0000000000] Objects Expected and Client (desynced, Player:TDVOyYbow2) differ:
    IModel {
      (MyGamePlayerDivisionModel) {
        Participants {
          [0] {
            <Value> {
              PlayerContribution {
                [Member] cupPointsDictionary vs <no-such-member>
              }
    I thought that adding the
    AddedInVersion
    attribute should make this backwards compatible.
  • n

    Nomi

    04/15/2025, 9:20 AM
    Hey, these attributes only work in non-multiplayer entities, such as the player model, since those are only connected to by one player at a time. Apologies if the docs are not more clear on this 😅 In multiplayer entities, they will have no effect because those will always run on the latest available logic version. This is because any player with any supported logic version can connect to them, so they should always be on the latest version. In general, if doing updates to any multiplayer logic, you should do a full non-backwards-compatible version update.
  • o

    Oskari Leppäaho

    04/15/2025, 7:45 PM
    I see, that makes sense 😅 thanks!
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    Oskari Leppäaho

    04/17/2025, 12:15 PM
    I'm wondering a bit about forcing clients to update when the new server version doesn't support the old version. When releasing a new version in the app stores it seems that it takes a few minutes for the new version to be visible in the stores. But the server has to have been updated already before triggering the client release. So it seems that there's a few minutes' window where you have to show a force update popup on the old client but the new update is not available yet. Is there any possibility of addressing that?
  • o

    Oskari Leppäaho

    04/18/2025, 9:07 AM
    btw does the config value
    environmentFamily
    in Backend/Deployments affect anything else than adding the appropriate
    Options.xxx.yaml
    to the config set? If that's the only thing it affects it seems a bit unnecessary since you can just explicitly configure which config files to include for each environment
  • j

    Jurjen

    04/22/2025, 8:47 AM
    The server uses this to set defaults to certain runtime options, e.g. certain development features (like consistency/checksum checks) are enabled in dev envrionments but not in prod environments
  • n

    Nomi

    04/22/2025, 12:48 PM
    We don't have any perfect solutions to fix that issue since it is a problem with the app stores, but generally the way around this is to keep up the maintanance mode until you see that the new build is available in the app stores. This way, your users will see "servers under maintanance" instead of prompting to update when it is not available yet. Additionally, you can include a small disclaimer in the update prompt that sometimes the update can take a few minutes to show up in the app store, so check back again soon.
  • Hey 👋 ... I have a case of one of our
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    Anuar

    04/24/2025, 3:10 PM
    Hey 👋 ... I have a case of one of our game configs getting a bit too complex (too many things to keep track of) for a spreadsheet, and I was thinking of building a tool in Unity to handle that particular case directly against a local .csv file. I worry a bit about the formatting, but I think it's doable. Just wanted to ask if someone has tried something like that and found any issues? unfortunately most of the "examples" I could find seems to be gone/outdated so I'm running a bit blind 😛
    j
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  • o

    Oskari Leppäaho

    05/14/2025, 11:09 AM
    Does metaplay have some support for downloading assets dynamically so that content could be added without needing a client update? I suppose what's mostly needed is a place to store the assets (I mean some versioning etc. probably needed for more advanced implementations, but can maybe get started with this)
  • h

    Henri

    05/14/2025, 12:21 PM
    You can: Upload content on server to the CDN.
    Copy code
    ContentHash version = ...
    
    BlobStorageOptions blobStorageOptions = RuntimeOptionsRegistry.Instance.GetCurrent<BlobStorageOptions>();
    using (var storage = blobStorageOptions.CreatePublicBlobStorage("MyCoolContent"))
    {
        await storage.PutAsync("my-cool-banner.png" + "/" + version, bytes);
    }
    Deliver the url/version to the client, either in game config or some MetaMessage On client, fetch data:
    Copy code
    ContentHash version = ...;
    string                      cacheDirectory  = MetaplaySDK.DownloadCachePath;
    DiskBlobStorage             cacheStorage    = new DiskBlobStorage(cacheDirectory);
    StorageBlobProvider         cacheProvider   = new StorageBlobProvider(cacheStorage);
    HttpBlobProvider            httpProvider    = new HttpBlobProvider(MetaHttpClient.DefaultInstance, MetaplaySDK.CdnAddress.GetSubdirectoryAddress("MyCoolContent"))
    CachingBlobProvider         cachingProvider = new CachingBlobProvider(httpProvider, cacheProvider);
    
    await cachingProvider.GetAsync("my-cool-banner.png", version)
  • j

    Jurjen

    05/15/2025, 5:10 AM
    To further add, this is not really a service we offer, you can theoretically do it as shown above but we don't provide support and fair use limits apply
  • o

    Oskari Leppäaho

    05/15/2025, 3:27 PM
    what does fair use limits mean?
  • j

    Jurjen

    05/16/2025, 12:07 PM
    Just that if you store an unreasonable amount of data, we reserve the right to ask you to not do so, or clean up old stuff etc..
  • h

    Henri

    05/16/2025, 12:43 PM
    message has been deleted
  • d

    Dawid Chemloul

    06/11/2025, 8:08 AM
    message has been deleted
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    Dawid Chemloul

    06/12/2025, 12:01 PM
    message has been deleted
  • t

    Toni Alatalo

    06/12/2025, 7:56 PM
    dashboard and auth seem to be down? i can't login to portal nor get the cli authenticated > Error getting AWS credentials: Server Error
  • t

    Toni Alatalo

    06/12/2025, 7:58 PM
    https://cdn.discordapp.com/attachments/1161294508735070231/1382811260911095949/Screenshot_2025-06-12_at_22.57.38.png?ex=684c82d7&is=684b3157&hm=b4209347e1d6e1b43e4307f5d32dc93c2a304d09d5d6dac73ba20a62a0ca4f40&
  • t

    Toni Alatalo

    06/12/2025, 8:00 PM
    oh AWS outage maybe? https://cdn.discordapp.com/attachments/1161294508735070231/1382811772851064872/Screenshot_2025-06-12_at_22.59.58.png?ex=684c8352&is=684b31d2&hm=97859eac2b44d2d874f334faf4793848850ea06827b2f3dd24b7f03e9e6b4305&
  • t

    Toni Alatalo

    06/12/2025, 8:08 PM
    oh yay now login to portal worked apparently there was something quite widespread earlier, https://www.forbes.com/sites/antoniopequenoiv/2025/06/12/major-websites-experience-technical-issues-amid-widespread-internet-outage/
  • j

    Jurjen

    06/13/2025, 5:11 AM
    Yep, we published it on our status page as well https://status.metaplay.io/incident/602023
  • Hi guys. Is it possible to do Hot-
    s

    Sunder

    07/06/2025, 3:16 PM
    Hi guys. Is it possible to do Hot-loading Game Config Data for non-offline mode? I see you stated that hot-loading is default behaviour for offline server and I'd really like to make hot-load for all players when shared config is updated. Any tips? Thanks
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