Me and my partner has been programming a new game for the last 3 months.
We keep hitting playfabs limit on playerdata, in the free tier it was 10000bytes, then we said well we will use the server to store the playerdata instead. It has a limit on 30000 bytes for the arguments in scripts.
It worked fine for now, but we have put ALOT inside the game now, like 140 + items and such.
Now we the limit in argument is hit again in cloud, we upgraded to Indie licence to increase all limits.
My question is how are everyone else storing data for their items.
The custom data for Items is only 1000 bytes for ALL items wich is so low.
The way we are storing data is we convert a dictionary to a list then we serialize it and upload the JSON data to playfab.
But its like when we get stuff from playfab it has low data usage, but when we upload the SAME data, with some minor differences its doubled in size? How is this possible, if its the same data??
Is there a smart way to store data for each player? We want each player to have and inventory, with items that can level up and those items need to be store some where. Right now we have them all typed into the GameTitleData and we get those when game starts, then we load them into a dictionary, then we get all data from PlayerData and delete that data in the dictionary and replace with the data from PlayerData if they have set some data themself.
That way we always have progress of the player stored safe in the PlayerData.
I heard someone talk about stringify something data so i could take all data..