Closed ChrisNZL closed 1 year ago
Improvements made in 0.3.6b on iOS to address this:
Cross-Platform Native Plugins (Voxel Busters)
HovelHouse iCloud and CloudKit Plugin
IOS Native Pro (Stan's Assets)
SingIn
, for example. I seem to recall a large update / refactor that broke pretty much everything as well at one point, which is when I switched to CloudOnce.I don't fancy writing my own Objective-C / Swift plugin for using iCloud Containers (CloudKit) if I can help it.
iCloud Key-value storage seems to work okay "most" of the time, though the 1 MB account limit isn't the best.
Other plugins sound too problematic to pursue ditching CloudOnce.
The 1 MB limit is potentially a blocker in the long-run. For now, need to try and work around it:
Account.t2
file:
PendingLeaderboardEntries.t2
PendingLeaderboardEntries.t2
be cloud-syncable on iOS..t2
files before converting to Base64.Or...
Just discovered there is a CloudKit Web Services API, which means I don't have to use a plugin, nor learn Objective-C / Swift โ can just use HTTP requests instead.
... or not. Authenticating using the Web Services API requires signing into Apple using a web view or web browser, which is inappropriate for an iOS game.
Not going to pursue writing my own Swift nor Objective-C plugin. Outside my expertise; not worth my time right now.
Found an official Apple repository for Unity plugins, but there is no plugin for iCloud right now. Submitted a request to Apple via Feedback Assistant.
For 0.3.7o on iOS (long as Apple approves this):
New games, and saving games, now uses local storage instead of the iCloud key-value system.
Where possible, the game will download saved games from the key-value system, and then delete them from the key-value system (to ensure the 1 MB limit does not get reached).
Auto reports from 0.3.6 on iOS. Feedback ID: 20220930-YS6FV
Tasks: