We are soon releasing a part of our new cloud services for unity. Our plan is to introduce the tech you need at the price you can afford. Most of our tools where possible cost you nothing for development purposes and thus will only cost you money if they are making you money.
So what is NetVariable and why do you need it?
So imagine a variable declaration that stores its self in to the cloud. With a simple common sense filing system! Sound to good to be true?
First lets look at how we organize data, We use a 3 tier nested variable system.
“Shelf” → “Book” → “Page” → Your Value.
If your following this far you have pretty much mastered it.
You can
- Store variables direct to the cloud
- Serialize Variables at set intervals
- Serialize On Event.
And much more.
Supported Variables
int, float, bool, string, Vector2, Vector3, Quaternion, Color.
How to set up
Sign up for our AppID and Key at our website.
Download and Install the asset pack,
Create a MonkeyBox in your scene.
After that most things can be done with just 2 lines of code (One of them is the declaration)
Lets Compare Standard Variable with NetVar
C# Standard
NetVar Example
Create a new Netvariable or Overwrite old one in cloud
NetVariable PlayerHighScore = new NetVariable( sPlayerName, “Level 3”, “HighScore”);
PlayerHighScore.iValue(iHighScore);
PlayerHighScore.Sync();
Load a NetVariable from cloud
NetVariable PlayerHighScore = new NetVariable( sPlayerName, “Level 3”, “HighScore”);
Debug.Log("High Score = " + PlayerHighScore.iValue());
Thats how easy it is. You can use this to store XP, Level Stats or anything that you can store in any variable.
There is a lot of extra options to it and all that is covered in the extensive manual.
Thanks for taking the time to read this, Any comments or suggestions of a constructive nature are more than welcome.
Kind Regards
Ben
CodeMonkey