Hi all,
I have a few questions.
First one is, I am trying to send push notification to same time in same area users. To do that I have created segments and running Scheduled Tasks to run cloud script to Run actions on each player in a segment. Is this over use cpu limit? Because in task result it shows it run successfully but also in Automation side I can see there was an error in Errors.
Second question is, some devices are able to register with different NotificationEndpointARN. This happens because I let users to choice different login types. Device Id, Facebook. But for all those actions, I am using same function to register push notification. (Adding it below) The part which I don't understand is how same device can get different DeviceToken? Also second part of this problem is how can I prevent sending 2 push notification to same device?
public void RegisterIOSDevice() { byte[] token = UnityEngine.iOS.NotificationServices.deviceToken; if (token != null) { RegisterForIOSPushNotificationRequest request = new RegisterForIOSPushNotificationRequest(); request.DeviceToken = System.BitConverter.ToString(token).Replace("-", "").ToLower(); PlayFabClientAPI.RegisterForIOSPushNotification( request, (RegisterForIOSPushNotificationResult result) => { Debug.Log("Push Registration Successful"); }, OnPlayFabError); } else { Debug.Log("Push Token was null!"); } }