Microsoft Azure PlayFab logo
    • Multiplayer
    • LiveOps
    • Data & Analytics
    • Add-ons
    • For Any Role

      • Engineer
      • Designer
      • Executive
      • Marketer
    • For Any Stage

      • Build
      • Improve
      • Grow
    • For Any Size

      • Solo
      • Indie
      • AAA
  • Runs on PlayFab
  • Pricing
    • Blog
    • Forums
    • Contact us
  • Sign up
  • Sign in
  • Ask a question
  • Spaces
    • PlayStream
    • Feature Requests
    • Add-on Marketplace
    • Bugs
    • API and SDK Questions
    • General Discussion
    • LiveOps
    • Topics
    • Questions
    • Articles
    • Ideas
    • Users
    • Badges
  • Home /
  • API and SDK Questions /
avatar image
Question by Name · Oct 21, 2020 at 12:38 PM · CloudScriptunity3dPlayer Inventory

Bundles with random currencies

For items that are used to upgrade an item, I use currencies, 4 types.

I need to create bundles for pack(inapp). There might be a bundle in pack like this: 50, 100, 160 (and possibly more) - randomly selected upgrade scrolls(currency)

At the moment I am doing this:

1. 4 Bundle, which contains 1 type of currency

2. Bundle for each x50, x100, x160 with drop table(x50 drop table and so on) inside

3. In the pack I use bundle for step 2

The problem is that this generates a large number of bundles, and on the client I receive a huge message with the number of used bundles. I think this is also very inefficient for the server.

Is it possible to do it somehow differently? And preferably without a cloud script, since I would not want to lose the opportunity for designers to create packs themselves.

Comment

People who like this

0 Show 0
10 |1200 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
Best Answer

Answer by SethDu · Oct 22, 2020 at 07:37 AM

I believe currently, using Cloud Script/Azure function to generate the result and directly call AddUserVirtualCurrency will be a feasible solution.

I am not sure what do you mean by "lose the opportunity for designers to create packs themselves.", but Cloud Script can be flexible, if you define and store the "loot table" in the title internal data, the functions can read the drop list and generate random result every time.

Comment

People who like this

0 Show 2 · Share
10 |1200 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Name · Oct 22, 2020 at 10:29 AM 0
Share

About designers:

It's ease to create bundle(pack) and add items, currencies and drop table to it. Someone can add this pack without change client or sever code.

Thanks for info about title data, i'll think about it.

I also have a question about if there is any cost for adding a lot of items from bundle?

if I translate the logic into a cloud script, then I will use the limits of the cloud script. And what limits do I use when I add several hundred items (loot tables) in one bundle(with ValidateGooglePlayPurchase)?

avatar image SethDu ♦ Name · Oct 28, 2020 at 06:38 AM 0
Share

I believe Container will be the only choice when numerous items are contained. When granting a bundle in the Cloud Script, the function will only return when all items have been granted to a player's inventory, which is possible to cause limit exceeding error.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Navigation

Spaces
  • General Discussion
  • API and SDK Questions
  • Feature Requests
  • PlayStream
  • Bugs
  • Add-on Marketplace
  • LiveOps
  • Follow this Question

    Answers Answers and Comments

    3 People are following this question.

    avatar image avatar image avatar image

    Related Questions

    script exrcution problem 5 Answers

    iOS Reciept Validation Failed - Request Timeout 16 Answers

    Unity 3D doen't handle PlayFab Async callback. 3 Answers

    Json related query 3 Answers

    Store Transform Data 0 Answers

    PlayFab

    • Multiplayer
    • LiveOps
    • Data & Analytics
    • Runs on PlayFab
    • Pricing

    Solutions

    • For Any Role

      • Engineer
      • Designer
      • Executive
      • Marketer
    • For Any Stage

      • Build
      • Improve
      • Grow
    • For Any Size

      • Solo
      • Indie
      • AAA

    Engineers

    • Documentation
    • Quickstarts
    • API Reference
    • SDKs
    • Usage Limits

    Resources

    • Forums
    • Contact us
    • Blog
    • Service Health
    • Terms of Service
    • Attribution

    Follow us

    • Facebook
    • Twitter
    • LinkedIn
    • YouTube
    • Sitemap
    • Contact Microsoft
    • Privacy & cookies
    • Terms of use
    • Trademarks
    • Safety & eco
    • About our ads
    • © Microsoft 2020
    • Anonymous
    • Sign in
    • Create
    • Ask a question
    • Create an article
    • Post an idea
    • Spaces
    • PlayStream
    • Feature Requests
    • Add-on Marketplace
    • Bugs
    • API and SDK Questions
    • General Discussion
    • LiveOps
    • Explore
    • Topics
    • Questions
    • Articles
    • Ideas
    • Users
    • Badges