I did a test on remote config and was curious to know if it would work with a pipeline that validates campaigns on a separate back-end first, before sending the updated content to the client.
My use case is using Remote Config for in-game offers/discounts. I was thinking of a test case where a user matches with a campaign that gives them a certain discount (based on specific user data) and then receive the data that shows a discount in their app. In the case of my game, there’s also back-end validation for that offer in the current implementation (deltaDNA), which means that it’s the back-end’s responsibility to check if a user matches a campaign, then run validation logic and present the user with data. This way players can’t cheat and access discounts, as our back-end stands in between the client and the remote config.
After reading through the remote config docs, it seemed like the remote config REST api (https://remote-config-api-docs.uca.cloud.unity3d.com/) would be able to be used this way, but this doesn’t seem to be the case (from what I understood).
Is it possible to use Remote Config this way? Or is it made for less risky data configuration in the app?
Through the remote config REST api? I find it a little hard to understand how I would pass unity related info without the client->RemoteConfig step. Since in this case, it would be client->back-end->RemoteConfig->back-end->client