How does the new Remote Config compare to the existing Remote Settings functionality?
I read the Remote Config introduction post and it seems to me both systems seem quite similar and I wonder what’s the difference between them.
How does the new Remote Config compare to the existing Remote Settings functionality?
I read the Remote Config introduction post and it seems to me both systems seem quite similar and I wonder what’s the difference between them.
Hi @Peter77
Remote Config is an evolution of Remote Settings:
We’ll be continuing to build on the current feature set of Remote Config, and is meant to replace Remote Settings.
If you have any additional questions about the new Remote Config Platform please feel free to reach out!
[Updated with correct API Docs Link]
Thanks for your answer!
Are there plans to add Xbox and PlayStation support?
Hi @Peter77
Yes, we are exploring official support for both Xbox and PlayStation, but have no timeline yet.
We’ll share more when we can.
Hi @vd_unity
Why cant we add multiple key-value pairs in Config at once(from web dashboard), like we use to have in previous Remote Settings using a .csv?
This is really needed, multiple games can have same common configurations too.
Will it be supported ? Any ETA if its planned?
When Remote Settings has an outage, our entire game is unplayable. Will Remote Config have a way of dealing with this? Is any part of Remote Config baked into the current build or is it just an independent window that happens to be in Unity?
hey @amateurhr_1 ! I’d love to dig deeper into that to see what’s going on, with Remote Config the last delivered config will be cached, so the only time things would potentially break are during the first session.
One way to mitigate this would be to pass in default values into the GetString/GetInt/GetFloat/GetBool/etc APIs.
With regards to baking Remote Config in the current build, would you be interested in discussing that further so we can understand your requirements?
@rambod with regards to baking in Remote Config, I am just trying to solve that first user experience. As you can understand, if there’s ever an outage when we have user acquisition spend on, we will need a way of falling back on default values that don’t need to be pulled down from Unity’s servers, at least until Unity has a SLA policy as robust as AWS.
For the caching you mentioned earlier, are both remote settings and remote config key/value pairs cached or is it just remote config?
Default values are indeed baked into the local app. If there is no network access, the default values are used. And cache handling is similar, the last received values are used.
Totally agree, the best way to handle that is by passing in a default value into the GetString/GetInt/etc calls. I would love to know what you would want beyond that, so we can capture that and build that out in a better way.
Totally agreed here too, we’re working on getting an SLA policy in place, so we’ll keep developers updated on that.
Currently, it’s one or the other. Remote Config will overwrite cached Remote Settings. We have a release upcoming (pending platform testing currently) that will open up the web request, and there the Remote Config cache will be in a different place than Remote Settings, and you can even implement your own caching mechanism if you’d like.
Will Remote Config support AB Testing?
One of the key features why I really like Remote Settings is that it allows me to run AB tests.
While it’s not full A/B testing quite yet, we have multi-variant rules currently targeting this January for release, soon. This will facilitate running an AB test, but it does not have reporting or statistical analysis yet. We are continuing to work on that piece.
Thanks for the update.
I’m very interested in Remote Config. But I can only use Remote Setting.
Remote Config I can’t understand how to read it within the project, even if I implement GetString / GetBool I can’t update the changes I make on Remote Config (not even the conditions) I use Playmaker in the project I don’t know if it can also depend on this.
Can you share the code that you are using, and the results of your debugging?
Hi guys. I am trying to use REST API for updating the config from my editor. However I have a problem with finding the configId. I only have one config in my environmemnt, but the id is not listed neither in Unity, nor in dashboard. I can only see environmentId.
The documentation claims that config id is reguired when updating the config:
https://remote-config-api.uca.cloud.unity3d.com/configs/{configId}?projectId={projectId}
Can anoyone tell me how to get it? Do I really need to make a “Get Configs by Environment ID” to obtain all the configs just to copy the id?
Can you elaborate, “use the REST API…from my editor”? Generally the REST API is called from a language like Python, but you can certainly call it from Unity C# code too. Would this be for an admin tool? You can get the configIDs through this call https://remote-config-api-docs.uca.cloud.unity3d.com/?_ga=2.240564929.371028499.1587380481-1301945947.1558039393#tag/Configs/paths/environments~1{environmentId}~1configs?projectId={projectId}/get
Hi @JeffDUnity3D ,
I am planning to use the REST API to update my Remote config through a custom C# editor within Unity. So yes, absolutely an admin tool
However, I find it odd that the config id is hidden in the dashboard and in Remote Config Unity window. I can find the environment id easily, but to get the config id I need to use the REST API from my terminal.
I am assuming that the config id is constant over time, so I only need to get it once [to include in my Editor code]. Still, this feels weird.
You can have multiple configIDs, apology on the confusion. Many REST APIs require a sequence of separate calls to build up the required parameter list, you’ll likely need to do similar in your admin tool.
Not sure if it is related, but I am unable to download the Unity Remote Settings package (not from the PackageManager, nor from the Asset store since it’s just not there)
I’m on Unity 2020.3.13f1 and I really want to set up AB testing in Unity Analytics but this seems to be impossible without the Remote Settings package. Please let me know how I can solve this.
@JeffDUnity3D