Okay, So I got the friction-less login implemented. I also set up a few virtual currencies through the Game Manager. So now I'm at a point that when the user successfully logs-in, I want to take their saved information from PlayFab and convert it into a Player object that I use to model them client-side.
My question is, is the only way to do such a thing by using GetUserData and cycling through every single key value pair? This can get very messy if a Player object holds many different values (the game currencies, inventory items, messages in an inbox, as well as a bunch of other ints and booleans that toggle different events/settings within the game).
My previous apps that didn't use a BaaS such as PlayFab, I just serialized a Player object using Google JSON library (Gson), which saved me the mess of having to initializing every single boolean and int on a player object. I was thinking I could use SetUserData and set a Key called 'Player' and make its value be the Gson string representation of the Player Object, but would this go against how PlayFab 'should' be used? As in, if I just save entire Player Objects instead of individual key/value pairs, would that mess up how inventories and currencies work with PlayFab?
Or should I only serialize the mundane aspects of the player object like the ints, booleans, etc, and then on log-in, separately initialize catalogs and currencies using the key/value pairs?
Any pointers/help would be greatly appreciated! I just don't want to have to initialize every single member variable/field of my Player object 1 by 1 upon every login.