Heya!
By this I mean when I have two projects open with ParrelSync, The first is fine but the second one to make a request always seems to have issues.
For context:
I initialise unity services and login
I use lobby and relay to match my players p2p,
They play a game,
I bring both players to the ranking screen scene,
When interacting in the ranking screen the rewards are saved to cloud.
Pseudo example is something like this in the ranking scene:
void Start()
{
SortPlayerOrderByScore();
AddScoreToDemoExpAndCurrency();
StartCoroutine(nameof(LoadingScreenRemoval));
}
void Update()
{
if (_wasRewardAccepted)
return;
if (Input.GetKeyDown(KeyCode.R))
{
_wasRewardAccepted = true;
SaveCloudDataDemoExp();
SaveCloudDataDemoMonies();
}
}
public async void SaveCloudDataDemoExp()
{
var mPlayerData0 = new Dictionary<string, object>
{
{ "CloudDemoExp", _newDemoExpValue }
};
await CloudSaveService.Instance.Data.Player.SaveAsync(mPlayerData0);
}
public async void SaveCloudDataDemoMonies()
{
var mPlayerData0 = new Dictionary<string, object>
{
{ "CloudDemoMonies", _newDemoMoniesValue }
};
await CloudSaveService.Instance.Data.Player.SaveAsync(mPlayerData0);
}
The first will save successfully the second will get the following error message:
HttpException`1: (403) HTTP/1.1 403 Forbidden
Unity.Services.CloudSave.Internal.Http.ResponseHandler.HandleAsyncResponse
(Unity.Services.CloudSave.Internal.Http.HttpClientResponse response
…
…
Rethrow as CloudSaveException: you are not permitted to access this user’s data
Which as I can access this data if I do it first makes me wonder is this due to using 2 players from the same machine somehow invalidating the player in the cloudservice data, or am i just misunderstanding something else?
EDIT: Finished hooking this up to single player and with two projects and editors on the same computer, in unconnected single player, (i.e. no lobby or relay connection at all, and two different logged in accounts), the second one will still reliably encounter the above error.