Awesome
eppz.Cloud
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.