 iCloud Key-value store native iOS plugin for Unity. With callbacks on changes per value.
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
Scenes
Scripts
iOS~/eppz! Cloud
.gitignore
CHANGELOG.md
CHANGELOG.md.meta
LICENSE.md
LICENSE.md.meta
README.md
README.md.meta
Scenes.meta
Scripts.meta
eppz! Cloud.a
eppz! Cloud.a.meta

README.md

eppz.Cloud Build Status

part of Unity.Library.eppz

 iCloud Key-value store native iOS plugin for Unity. With callbacks on changes per value.

Simple usage

You can use it just like PlayerPrefs, if you don't need more control.

// Set values.
Cloud.SetStringForKey("eppz!", "name");
Cloud.SetFloatForKey(0.5f, "volume");
Cloud.SetIntForKey(4, "level");
Cloud.SetBoolForKey(true, "sound");

// Get values.
nameLabel.text = cloud.StringForKey("name");
volumeSlider.value = cloud.FloatForKey("volume");
game.level = cloud.IntForKey("level");
sound.volume = cloud.BoolForKey("sound");

As iCloud Key-Value store uses a local container on the device to manage data, iCloud Key-value store is effectively always available.

See corresponding official iCloud Design Guide at Choose the Proper iCloud Storage API for details.

 iCloud Key-Value store limitations

It is probably best suitable for stuff like preferences / game progress. Files, and binary data is likely to grow over the size limitations below pretty soon.

  • Storage is 1 MB per user
  • The maximum number of keys is 1024
  • Size limit for each value is 1 MB
  • The maximum length for a key string is 64 bytes (does not count against your 1 MB total quota)

See corresponding official iCloud Design Guide at Data Size Limits for Key-Value Storage for details.

Advanced usage

If you want to have a finer grained control over the details of synchronizing (key changes, conflict resolution, user changes), you'll probably like features below.

// Keep UI in sync with cloud content.
Cloud.OnKeyChange("gold", (int value) =>
{ goldLabel.text = value; });
// Simple resolution if local and remote values differ.
Cloud.OnKeyChange("gold", (int value) =>
{
	bool isConflict = (user.golds != value);
    if (isConflict)
    {
    	// Resolve strategy.
    	user.golds = Math.Max(user.golds, value);
    	// Sync (if any) new value.
        Cloud.SetIntForKey(user.golds, "gold");
        // Show (if any) new value.
    	goldLabel.text = user.golds;
    }
});

You can implement you own conflict resolution strategy at each value change callbacks. Also by these live callbacks you have the opportunity to update the game state / UI state on the fly.

On each callback, you can poll a paramerer Cloud.latestChangeReason that holds the reason for the given cloud update. Please note that when a cloud update occurs due to a user change (use signed out from iCloud, then signed in with a different user), you'll probably have to overwrite the game states without orchestrating any conflict resolution.

Best practice for resolving conflicts

See corresponding official iCloud Design Guide at Resolving Key-Value Conflicts.

License

Licensed under the MIT license.