Dear PlayFab Community,
I am using The Unity SDK with C#.
I have created some Catalog items that I've marked as Durable and Stackable:
(Note: I'm not wholly sure I understand these concepts, as the documentation for these aspects is a little thin, particularly with the interplay between the various options.)
In any event, I have granted my user a Tile_A, Tile_B, Tile_A, and Tile_A (in that order) from the Dashboard:
In my Unity app, I'm making a call to GetUserInventory to retrieve the inventory. Here are the results:
{ "Items":[ { "ItemId":"Tile_B", "ItemInstanceId":"EEB8B4E36771F0A4", "ItemClass":"Tile", "Annotation":"Granted via Game Manager", "CatalogVersion":"0.1", "BundleParent":"", "DisplayName":"Tile B", "UnitCurrency":"", "UnitPrice":0, "BundleContents":[ ] }, { "ItemId":"Tile_A", "ItemInstanceId":"61AA4CEF9992BD7A", "ItemClass":"Tile", "Annotation":"Granted via Game Manager", "CatalogVersion":"0.1", "BundleParent":"", "DisplayName":"Tile A", "UnitCurrency":"", "UnitPrice":0, "BundleContents":[ ] } ] }
I would have expected Tile_A to have some "counter" or "amount" that showed 3 (kind of like we see on the Dashboard for the player's inventory). Maybe in the RemainingUses field of the ItemInstance object. However, that field appears to be null.
How do I get the number of items in the stack with the Unity SDK and C#?
Also, I am intending to increment and decrement the amount of this item. This item represents a collectible element that will generally increase over time. However, it can be gifted to alliance members, which would decrement the player's amount. Is the use of Durable in this context appropriate? Or would this be considered a Consumable?
Thanks in advance for any help that anyone can provide!