Hello I want to save the save data of my rpg game through updateUserData function.
I want to save all my data in the "savedata" PlayerData(Title) key at once.
My save data has a minimum capacity of 20000byte ~ 200000byte.
(Inventory, stat, skill, etc. all json at a time, then stored in one key)
Initially,
it was limited to 10000 bytes of data limit,
so it could not be uploaded. However, I was able to upload it after changing to the new pricing policy. (300000byte)
Here is the question.
1. If I upload my json data (20kb~200kb) described above at very frequent intervals,
does the problem occur? And is this a good strategy??
(Because the UpdateUserData function must be called whenever the player acquires an item or the status value changes)
2. I can't understand the next item of the new limit. What does it mean??
Player Data updates per request
-Is this the maximum of 10 keys in the request dictionary of one UpdateUserData function?
(But I'm going to allocate all the data to one key, so it doesn't matter to me?)
Player data value size
-Yes, this has increased to 300000 bytes after the price upgrade.
1. Is this limit the total sum of all keys? Or is it a limit on one key?
2. If it exceeds 300000, is there a way to extend the data limit?
(My player json data is rather large.)
Player data value updates per 15 seconds
-I can't understand this well.
Are you saying that you can only call updateUserData function 10 times in 15 seconds??
So, is it saying that you can never call it in Unity's update function?
Player data value updates per 5 minutes
-Same as above, but I am not sure what the 150 update operation means.
If it's a frequently saved game, I think I can save more than 150 times in 5 minutes.
Could this be a problem?
Player data value updates per hour
-Same as above question.
3. In short, I'm making a small rpg game, and I don't want to go beyond the limits of the playfab.
I want to save the client save data (20kb~200kb) in one key,
and I want to update this value at frequent intervals.
(That is, the UpdateUserData function is called about 500 times per minute-with string data of 20kb to 200kb)
Can you give us any advice on the problem or need?
(For example, Are there any negative impacts, such as extra charges or bad performance?
and.. you think the current data is too large, how often should you update it etc.. Are there best practices?)
ps.
4.And can I manage items (weapons, armor, items, etc.) as key/value of userdata without using the inventory function of the play fab?
Are there any advantages/disadvantages??
(That is, the difference between managing it as an itemInstance through getInventory and managing it as a string through getUserData)
thanks!