Hi, I'm trying to send some gameplay data when game is over with ExecuteCloudScript to detect cheaters in my Unity game. This gameplay data can be up to 90kb but if I turn on Compress Api Data from Playfab Extensions, compressed data never exceeds 30kb. But I think your servers are checking argument size after unzipping gzipped argument data because even if I debug Playfab Unity Api and make sure that sent payload size is below 30kb, I still get CloudScriptFunctionArgumentSizeExceeded error. Is it possible to use gzip library on CloudScript manually? If I gzip the gamedata manually on client and unzip it manually on server, I can process the game data without hitting playfab argument size limits. Processing the game data for my game is really lightweight so I really don't want to use a custom server at this point. So my question is, is it possible to use gzip library on CloudScript manually? If its not, do you have any suggestions to solve this situation?