Unity Game Backend tools | Use Cases
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Use centralized server time
Using device time is the easiest approach to create timed components in a game. While this is possible, unpredictable device times might be a problem since some players may exploit device time to cheat. Players, for example, might adjust the clock on their device to extend the window in which they can access limited-time things. Cloud Code enables you to construct stateless server-side code and provides a reliable, centralised "server" time that you may utilise while developing game logic.
Offer Redeemable Coupons
Creating a robust system of in-game incentives helps keep gamers interested for an extended period of time. You may use Cloud Code to create scripts that validate coupon codes and award things in your game. Furthermore, you may change coupon logic even while the game is running without requiring a new game client update. It is sufficient to publish updates on the server to impose new coupon redemption rules in the client.
You may utilise Cloud Save to see if a player has redeemed their voucher, and after Economy is set up, you can offer resources such as in-game money or stuff.
Create Daily Reward Schedules
Daily incentives, particularly in mobile games, may be an efficient strategy to keep players coming back while also allowing them to gain a range of in-game things.
Because Cloud Code can be connected with other Unity services, it's an excellent tool for developing logic for daily incentives. In Economy, you can specify items and currencies, in Remote Config, you can establish probabilities, and in Cloud Code, you can create the underlying algorithm.
This enables you to modify the logic of daily awards on the fly without having to update the game client.
Save Player Data Across Devices
Players want all of their in-game achievements and purchases to be saved regardless of what happens. Their progress should not only be complete, but also unique to them and constant across all devices on which they play.
You can store a player's progress automatically and link it to their account by integrating Cloud Save, Economy, and Remote Config with Authentication.
When you employ Authentication, you can associate sign-ins with platform accounts, allowing the same player to sign in from Google, Facebook, Apple, or Steam and pick up where they left off on any device.
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Build a Smooth User Experience
Using several online services for a mobile game requires transmitting data over the internet several times. If a player's connection is sluggish, this might provide a jarring encounter. When you make modifications to services such as Economy or Cloud Save, you would normally read data from the server and determine what occurs on the device. The generated data would then need to be returned to the server.
There is just one round-trip of information using Cloud Code, and the modifications are applied directly on the server. This results in a more enjoyable experience for all gamers, regardless of their internet connection speed.
Implement P2P for Your Multiplayer Game
If you're creating a multiplayer game using the Unity engine, you can use the editor's built-in capabilities to securely create and test your game while still maintaining a consistent tech stack. You may utilise Unity's Relay service with Authentication to authenticate Relay players in one of two ways: anonymous sign-in or platform-specific sign-in. These tools enable you to create, test, and run your multiplayer game without the requirement for a third-party solution or a dedicated game server.
Form compatible parties and lobbies
When creating multiplayer games, you must consider how the features of your game will attract users to join and play together. Knowing which users to arrange into various lobbies, parties, or matches may have a significant influence on players' experiences. You may combine specified sorts of players and allow them to anonymously authenticate, connect, chat, and play together by integrating Unity's Lobby and Matchmaker services with Authentication.
These tools are adaptable enough to accommodate a wide range of game formats, as well as expandable enough to handle an inflow of participants in your game.
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