Iv'e read most of the previous related questions but I want a little clarification. Im making a turn based async game (think risk for mobile) using Unity and Photon. From what I understand, I should create a "GameState" json string in unity after each turn containing all of the important game information (characters, their positions/health) and then send this to PlayFab Group data to be stored for the current room/game. Then, when a player rejoins the room, I can replicate this gamestate in unity by using photons WebRPCs to get the current "GameState" json string from Playfab and parsing it out to replicate the game on the rejoining client. I repeat the sendGameStateToPlayfab(string gameStateJson) function (that I make) after each turn so that it is constantly up to date and any rejoining or just joining players can replicate it on their client. Is this the correct use of PlayFab for an async game? I know its primarily used for authentication and what not, but is their a better way to do the persistent room stuff?