Hi all,
I’m looking for a simple (and free or very cheap) way to store some game data online.
What I need is the ability to store a couple of megabytes of text online which the game client can download and display. I don’t need any other network support, no syncing between clients or anything like that, just some shared data storage.
Ideally I’d like to be able to use key/value type data retrieval, something a bit like this:
string data = server.GetData(“Item1”);
server.SetData(“Item1”, data);
This is for a non-profit app so I can’t afford to pay for any sort of dedicated server.
I do have a website which can host an SQL server and I considered using that but I am a little put off by the idea of setting that up myself due to the need to write a .php interface for it (I don’t really know .php).
I’m still considering doing that, just wondering if anyone knows of an easier solution?
Is there any sort of simple free storage solution available or a way to use google cloud or other similar service with Unity? I’ve been searching for the last few days and haven’t found a good solution.
What do you all think? is SQL/.php the best approach here? or is there a service already available that offers what I need?
Perhaps these two threads could help you - in general case of server-side storing data:
Also, in your particular case, SQL with PHP would be fine. Also maybe download using Json, or downloading text to file.
I do something similar for ‘items’ (or ship modules, to be exact) in my game - on loading, game computes MD5 hash of modules file on local HDD, and compares it to hash on remote server - if hashes don’t match, it downloads the correct file.
Thanks, I guess the SQL and php might be the way to go unless someone has another idea.
I should also mention that security is not an issue, this app will only be used by a small group of people and none of the online data will be sensitive in any way.
Look at GameSparks, they have a nice NoSQL manager you can use to store text or JSON data.
They have a free tier too, so if your app is under 10 000 MAU you don’t pay for anything.
Hi Mloren
I’m Katie from GameSparks.
As Meltdown very kindly pointed out GameSparks can provide game data storage using database’s with key value pairs.
As for price we have a free tier and we are always willing to talk to customer to see if we can find a plan that suits them.
If interested please check out the www.gamesparks.com or to get in contact on info@gamesparks.com
Cheers
Katie
Does it scale automatically? What happens if 500 000 people hit it at once?
What server backbone infrastructure is it sitting on?
‘Free’ solutions aren’t good enough nowadays, you need to think about your entire server infrastructure and how it scales and will handle peaks and dips in usage as your app grows.
Yes it scales If you would have looked at it you would have known it does. But like everyone else oh its free so its crap I get it I really dont.
Here is another one of your buddies that also said the same
Don’t bump and delete your bumps. Mods see it. I understand in this case it made a lot of sense to gain noise for something free and good. But please add valid content with bumps.
Free isn’t always what people want because a lot of people like to pay knowing there’s paid support there, that they’ll be able to get answers. With free, well you get what you pay for!
I commend what you are doing, I think its a great initiative so please keep it up. Hopefully more people will comment on it. But not everyone will bother leaving a reply unfortunately!
-hippocoder
I have another solution but it will cost 25 dollars you can find that also at that page its called DreamNetworking and will be released in a few days. CrossNet can handle anything you throw at it the Php script writes to the mysql database, For 4 dollars a month you could post the scripts to a pretty decent cloud server and run the mysql but the thing is my next solution will make it look like garbage as there is a dedicated server running and also handles data saving plus more.
I did read your NumbApple site and it doesn’t say anything about scaling.
You mention “You can find a WebHosting service that prices anywhere between (FREE-$60 USD) dollars a year.”
So it sounds like you’re telling someone to go get a website for free-$60 a month. But your service won’t be able to scale because if the hosting provider’s hardware doesn’t scale, neither will your middleware.
Roger but if the server did scale then you wouldnt have an issue. Also note that its not free then right? In any case I have another Network Package that sits on amazon ec2 anything will beat the outrageous pricing that is put on CCU Limits. 90 a month you have to be kidding me quoting photons site. Which also makes me wonder how much Unity will be charging the developers for their Hosting… At least Amazon ec2 could throttle for .013 cents an hour maybe 10 dollars a month.
Currently I am hosting for 4 dollars a month and have yet to see any issues I host with Host-ed.me
48 dollars a year without CCU limits to each their own though.