i'm trying to create a farm with a selectable size
Unity
if (Cords == ""){ Cords += Postions.x + " , " + Postions.y;}else { Cords += ";" + Postions.x + " , " + Postions.y;}passing it through this code
handlers.BuildPumpkinCrop = function(args,IslandID,Stack) { var inventory = server.GetUserInventory({ PlayFabId: currentPlayerId}); var FirstitemInstance = null; for (var i = 0; i < inventory.Inventory.length; i++) { if (inventory.Inventory[i].ItemId == 100 ){ FirstitemInstance = inventory.Inventory[i].ItemInstanceId; } } server.ConsumeItem({ PlayFabId: currentPlayerId, ItemInstanceId: FirstitemInstance , ConsumeCount: args.Stack }); var result = server.GrantItemsToUser({ // In your game, this should just be a constant CatalogVersion : "CustomData", PlayFabId : args.IslandID, ItemIds : [ 1005 ] }); var inventory1 = server.GetUserInventory({ PlayFabId: args.IslandID}); var FirstitemInstance1 = null; FirstitemInstance1 = inventory1.Inventory[0].ItemInstanceId; server.UpdateUserInventoryItemCustomData({ItemInstanceId : FirstitemInstance1 , PlayFabId: args.IslandID, Data: { "Cords": args.Cords} }); }this code works with 100 kilobytes
IslandID is a matchmaking thing that i used to split players into groups with playfab / photon network
Hi, may I ask what does it mean by saying “this code works with 100 kilobytes” , I don’t understand where does this “100 kilobytes” come from, could you be more specific about it? And, could you provide us more details about your issue such as error messages, stack traces, etc.