Hi!
I am afraid I'm doing the wrong architecture and will end up sending way too many requests to playfab.
In short:
1) Players make an action (ex: killing a monster)
2) I grant a bundle via a drop table
3) If item type debuff is dropped, I add a custom data on it. (Ex: Specify class spell being affected by the debuff)
4) I have to reload the player's inventory to keep track of the debuff.
I have a total of 8 generics debuff that can be tagged with 100+ differents custom values. My current process:
1) Unity calls a cloud script that grants the bundle. (Since I cannot grant using the client API)
2) Unity reloads the player's inventory. Sometimes it takes two calls and more before it shows up in the inventory. It is sad that the Grant bundle successful confirmation is given even if the item from the bundle is not yet added to the player inventory.
3) Unity calls a cloud script to update the item custom data. (Since I cannot edit custom data using the client API)
4) I make one final call to reload the players inventory from Unity.
So if I have 200 000 game sessions that get a debuff, I have to make a minimum of 4 calls via two cloud scripts. (800 000 calls !)
I am doing something wrong for sure. :) Can you help?