I don’t want to exactly use this method but here’s my logic:
We have a board game. After each move the Server checks if someone has won the game. Once that returns true, the server sends a cloud code execution request. The cloud code adds currency X to the winning player and deducts some from the losing players.
The problem with this method is, of course, player A can’t access/alter the currency amounts of other players.
How should I go about doing this so it is the most cheat-proof?
Bonus question: Any ETA on when we’ll be able to access other players’ values?
Hey there, you can use CloudCode with Service accounts to access the data from other playerIDs. An example can be found here: Integrate with other Unity services
The same concept applies to Economy as well, so long as you know the playerID of each player you can access and control their data from CloudCode at the same time
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Awesome, exactly what I was looking for. Thanks!
A side question, do you also have any docs on encrypting the data you send between the devices and cloud code? Maybe you don’t want to be sending the playerID as a simple string but rather in some encrypted format and decrypt it on the Cloud Code end. Concerned about the processing this will take on the latter but still curious.
Currently the encryption only happens over the HTTPS connection between the client and services, other than that the data is send in plain text and we don’t yet offer any extra encryption methods, this is something you should handle yourself for the time being but I’ll raise it internally at least
Edit:
CloudSave data is at least stored in an encrypted way already 
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