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u
GOAT
2 years ago
unity_jvEHg9EbrYOLLw버전 4.3.11
This asset will significantly streamline your team's workflow, allowing you to forgo the development of your own backend solution and instead invest more time in game development rather than server infrastructure. Additionally, it's worth noting the responsive and helpful support provided by the Balancy team
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This asset will save a lot of time of your team, instead of bulding your own back end solution you can just use this asset and spend more time on development of the game, not of the server infrustructure.
Also want to mention fast and friendly support of Balancy team, they even have they own discord server in which you can recieve fast answers from dev team.
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s
Best data managing service ever
2 years ago
stupidspid버전 4.3.11
The most comfortable and easy to use system for team working!
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1
0
I’ve been using Balancy for more than a year so far. It’s a very convenient and reliable platform. I really love their conditions system, which works out of the box and gives us a lot of flexibility.
The last update with a manageable in-game store blew my mind. Please keep working in this direction - it’s a great time saver.
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1
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We use Balancy for all the static content in the game. Our clients and the based server get access to the same data Balancy provides - it’s very convenient to work in user-friendly interfaces. We haven’t tried the LiveOps feature yet, but it looks very promising - looking forward to testing it.
Besides Balancy we are using MST as our backend, which integrates with Balancy.
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m
My dream came true
5 years ago
myakishevivan이전 버전 1.0.1
No kidding! I was dreaming to have such asset. I'm so happy I don't need to make it myself (If only I could). Thank you UnnyNet, you made my life much easier.
이 리뷰가 도움이 되었나요?
1
0
I was using Auth.AsGuest method as in your documentation:
UnnyNet.Auth.AsGuest(authResponse =>
{
Debug.Log(""Authorized "" + authResponse.Success);
if (authResponse.Success)
Debug.Log(""User id: "" + authResponse.UserId);
});
I'm not sending any additional information, like user name or password, so how do you actually distinguish players? What is more frustrating for me: I've removed the app from my phone and reinstalled it. After that when I tried to login again as guest, I was able to connect to the same account? How do you do that? I sounds convenient, because it means my players won't lose their progress even if they remove the app, but I would feel more confortable knowing how it works.
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0
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퍼블리셔 답변:
5 years ago에 답변됨
Each device has its own unity Device Id. There is a method in Unity to get it: SystemInfo.deviceUniqueIdentifier. In the Auth.AsGuest method we are using that DeviceId to authorize the player. This is why you were able to login to the same account after removing the game, your Device Id didn't change.
However, you if you planning to let people play from different devices you might consider adding other Authentication methods.
p
Why do we need different Environments?
5 years ago
pavelsilrmg이전 버전 1.0.1
I started using the asset just today and was able to implement almost everything I needed. I have transfered all my game balance from the Excel to UnnyNet and everything works perfectly.
I have some questions though. I got a little confused with Environments. I've implemented basic integration and the data I'm changing in Data Editor is available in Unity. Why would I need different environments? I'm sorry if the question is stupid.
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퍼블리셔 답변:
5 years ago에 답변됨
Thank you for the review and the question. We've recently added Environments in the documentation: https://en.docs.balancy.dev/data_editor/advanced/environment/
The main goal of the environments to let you be able to make adjustments and test new features/balance on the Development, meanwhile your players will be connected to the Production environment and none of you changes will affect them.
Once you are ready, you'll use Data Migration to apply all Dev changes to the Production.
G
Thank you!
5 years ago
Gloppy_Flame이전 버전 1.0
I’m a newbie developer, so I had no clue there could be anything different from ScriptableObjects to store Game Data. UnnyNet Saas is amazing. I can edit my data in the browser and be sure it’ll be delivered to the game. It’s super convenient. Thank you for this.
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