Hi All,
We are creating a multi-player (not a turn based) game for iPhone and iPad. We need a kind of database to store players scores, ranking, achievements, “Game State” etc. in it and keep on updating it of course.
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I was wondering as Game Center provides Leaderboards and achievements does it allow storing custom data? We need to keep track of the game state like items in inventory like weapons, player stats, coins, balance etc?
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Also, can we use Amazon EC2 or Amazon S3 for this purpose? Does Amazon EC2, S3 allows saving binary data? Like if we want to store which item form the inventory the player has bought from the app store etc.
Thanks.
We use Amazon S3 for our data - actually Unity AssetBundles.
thanks Andy. That helped allot specially i had a wrong idea about AssetBundles but i just read details about it and its exactly what we were looking for.
Hi Andy,
How are you accessing S3? By php or the .net sdk?
I’m testing using the .net sdk but get the following error:
TlsException: Invalid certificate received from server. Error code: 0xffffffff80092012
Mono.Security.Protocol.Tls.Handshake.Client.TlsServerCertificate.validateCertificates (Mono.Security.X509.X509CertificateCollection certificates)
Mono.Security.Protocol.Tls.Handshake.Client.TlsServerCertificate.ProcessAsTls1 ()
Mono.Security.Protocol.Tls.Handshake.HandshakeMessage.Process ()
(wrapper remoting-invoke-with-check) Mono.Security.Protocol.Tls.Handshake.HandshakeMessage:Process ()
Mono.Security.Protocol.Tls.ClientRecordProtocol.ProcessHandshakeMessage (Mono.Security.Protocol.Tls.TlsStream handMsg)
Mono.Security.Protocol.Tls.RecordProtocol.InternalReceiveRecordCallback (IAsyncResult asyncResult)
Rethrow as IOException: The authentication or decryption has failed.
Mono.Security.Protocol.Tls.SslStreamBase.AsyncHandshakeCallback (IAsyncResult asyncResult)
Rethrow as WebException: Error getting response stream (Write: The authentication or decryption has failed.): SendFailure
System.Net.HttpWebRequest.EndGetRequestStream (IAsyncResult asyncResult)
System.Net.HttpWebRequest.GetRequestStream ()
Amazon.S3.AmazonS3Client.getRequestStreamCallback[PutObjectResponse] (IAsyncResult result)
Any clues?
ty!
We just access the asset bundles by URL using the Unity WWW class to download.
ah, so you are using static public urls? Not dynamic time limited ones that you can generate on the fly?
I have an IAP project so need to restrict the access.