I'm working in Unity and I have custom data on items that I need to save when players make a change to their inventory items. There's a possibility that the users could make these changes very quickly. I have a few questions related to what the best method for saving this information would be.
I was hoping to store their changes locally and then send them all at once, but since CustomData requires a server.UpdateUserInventoryItemCustomData for each item that seems like the bad move and would exceed my CloudScript execution limit. Would it be better to just send the changes as the player makes their changes? Or is there a better way?
I reviewed the limits section of the dashboard and I'm not fully clear on what the limits are related to the following:
1) How often I can call the ExecuteCloudScript function within Unity?
2) How many server.UpdateUserInventoryItemCustomData a single function can call?
3) In general, how many client API calls can I make within a certain time limit?
I found the following question from 4 years ago and the answer stated there was an update coming to the Inventory and data systems:
I essentially have the same question. So, I'm also wondering if the update mentioned came out. Is the answer still the most up-to-date solution? Should I just save this as PlayerData?
Thanks so much!!!!