Playfab id регистрация
: Planetary Annihilation
: 1. Planetary Annihilation 83796
! . .
[Unit Cannon and Umbrella Balance]
Unit Cannon Metal Cost: 14,400 Health: 3,000 Buildable Units: Ant, Spinner, Dox, Grenadier, Combat Fabber, Slammer, Adv. Combat Fabber, t1 and t2 bot and vehicle fabbers Metal Build Rate: 120 Energy Draw Rate: 4,050 Maximum Pod Capacity: 12 Rate of Fire: 3.0 Drop Pod Initial and Max Velocity: 150.0 Drop Pod System Velocity Multiplier: 20.0 Gravwell Velocity Multiplier: 10.0 Factory Cooldown: 3.0
Ion Cannon (Umbrella) Added anti-entity weapon to intercept Unit Cannon drop pods Anti-Pod Rate of Fire: 2.0 Anti-Pod Range: 180
Naval Factory Build Cooldown decreased to 3.5 from 8 Size decreased by 25% Advanced Naval Factory Build Cooldown decreased to 6 from 20 Size decreased by 25%
Destroyer (Orca) Move Speed increased to 9 from 6 Acceleration decreased to 30 from 60 Brake increased to 90 from 60 Health increased to 1500 from 1000 Shell damage increased to 50 from 40 Torpedo velocity decreased to 50 from 60 Torpedo Splash Radius set to 10 Torpedo Full Damage Splash Radius set to 1 Size decreased by 25%
Gunboat (Piranha) -- Previously Sea Scout Role name changed to Gunboat from Scout Name changed to Piranha from Sunfish Metal cost decreased to 150 from 300 Health increased to 175 from 100 Acceleration decreased to 50 from 200 Brake decreased to 150 from 200 Move Speed decreased to 15 from 20 Sight Radius increased to 150 from 100 Damage increased to 20 from 15 Ammo Initial and Max Velocity increased to 130 from 80 Range increased to 130 from 90
Frigate (Narwhal) Move Speed increased to 9 from 7 Acceleration decreased to 30 from 70 Brake increased to 90 from 70 Shell Rate of Fire decreased to 1.25 from 2 Shell effects changed to match the destroyer shells. Missile Rate of Fire increased to 3.0 from 1.5 Missile Range increased to 150 from 100 Missile Ammo turn rate increased to 720 from 360 Missile Ammo lifetime increased to 3.0 from 1.0 Enabled spread_fire on missiles Size decreased by 25%
Battleship (Leviathan) Move Speed increased to 8 from 6 Acceleration decreased to 30 from 60 Brake increased to 80 from 60 Health increased to 6000 from 4000 Rate of Fire increased to 0.2 from 0.1 Size decreased by 25%
Missile Ship (Stingray) Move Speed increased to 8 from 6 Acceleration decreased to 30 from 60 Brake increased to 80 from 60 Size decreased by 25%
[Defense Cost Balance]
Single Barrel Laser Tower: Health decreased to 500 from 750 Metal Cost decreased to 225 from 300
Laser Tower Metal Cost decreased to 350 from 450
Flak Cannon Metal Cost decreased to 900 from 1600 Health increased to 2000 from 1000
Torpedo Launcher Metal Cost decreased to 400 from 600 Splash Radius set to 10 Full Damage Splash Radius set to 1
Advanced Torpedo Launcher Metal Cost decreased to 1000 from 1800 Splash Radius set to 10 Full Damage Splash Radius set to 1
[Artillery Cost Balance]
Pelter: Health increased to 500 from 450 Metal Cost decreased to 900 from 1500
Holkins: Ammo Capacity and Ammo Per Shot reduced to 37,500 from 400,000 Ammo Demand reduced to 2,500 from 20,000
[Air and Anti-Air Balance]
Spinner Ammo turn rate increased to 720 from 360 Ammo lifetime increased to 3.0 from 1.0
Bomber: Turn rate increased to 110 from 75 All ground based AA will now prioritize bombers and gunships
Dox Acceleration decreased to 50 from 200 Deceleration decreased to 50 from 200
[UI] Newly redesigned Main Menu
[UI] New backgrounds on some loading screens
[UI] Nukes now have orbital trajectory lines
[UI] New Player guide added
Accessed from main menu or using F1 key or escape in game. [UI] Secondary colors are now selectable
[System Editor] Using the advanced controls now requires explicit activation with a dialog prompt.
[System Editor] You can no longer alter the blueprint for a custom planet. The controls are hidden if changing the blueprint could cause malformed planets.
The planet terrain must be as you want it before going into advanced edit for metal/start/csg edits as there will be no going back once you enter advanced edits. [System Editor] You can no longer operate in multiple edit modes. Activating one mode will disable the other modes, and may wait for the mode to finish cleaning up. This should prevent certain cases of data loss.
[System Editor] The system editor will no longer forget to save custom csg/metal spots if you load a system and then save it without ever previewing the planet.
[System Editor] The system editor will indicate how much custom data is currently stored for a planet.
[System Editor] CSG palette now in place
[System Editor] CSG brushes now show up on cursor when selected
[System Editor] Custom start spots now available in System Editor
[General] Naval sound pass
[General] Added Cosmic Edition names to credits
[General] Gunboat (previously Scout Boat) has a new model
[Bug Fixes] Fixed My Replays view to now show your replays
[Bug Fixes] Holding down backspace will no longer exit to main menu
[Bug Fixes] AI and Subcommanders should now be working again
[Bug Fixes] Fix system editor issue: Load planet bug
[Bug Fixes] Crash fixes for server
[Bug Fixes] Fix for AI getting stuck due to a desire to go a particular factory first, but being unable to do so due to unit restrictions being placed on it.
Example being a sub commander in Galactic War that has a high desire for vehicles, but being unable to build a basic vehicle factory. [Bug Fixes] Torpedos should now only fire while the commander is on the seafloor layer.
[Bug Fixes] Fixed crash for out of game match notifications on Linux
[Bug Fixes] Fixed disconnected icon in game
[Bug Fixes] Fix for Bombers being able to sit above targets and bomb
[Bug Fixes] Fixed Bombers clearing their focus target when attack order is cancelled
[Bug Fixes] Fix for units not being at max health when a fabber with high build rate assist
: : Multiplayer > "Join Game". > !
:Multiplayer > Create Custom Game > : "Public". > . > !
PlayFab Client API
Adds the specified generic service identifier to the player's PlayFab account. This is designed to allow for a PlayFab ID lookup of any arbitrary service identifier a title wants to add. This identifier should never be used as authentication credentials, as the intent is that it is easily accessible by other players.
Adds playfab username/password auth to an existing account created via an anonymous auth method, e.g. automatic device ID login.
Retrieves the user's PlayFab account details
Retrieves all of the user's different kinds of info.
Retrieves the player's profile
Retrieves the unique PlayFab identifiers for the given set of Facebook identifiers.
Retrieves the unique PlayFab identifiers for the given set of Game Center identifiers (referenced in the Game Center Programming Guide as the Player Identifier).
Retrieves the unique PlayFab identifiers for the given set of generic service identifiers. A generic identifier is the service name plus the service-specific ID for the player, as specified by the title when the generic identifier was added to the player account.
Retrieves the unique PlayFab identifiers for the given set of Google identifiers. The Google identifiers are the IDs for the user accounts, available as "id" in the Google+ People API calls.
Retrieves the unique PlayFab identifiers for the given set of Kongregate identifiers. The Kongregate identifiers are the IDs for the user accounts, available as "user_id" from the Kongregate API methods(ex: http://developers.kongregate.com/docs/client/getUserId).
Retrieves the unique PlayFab identifiers for the given set of Steam identifiers. The Steam identifiers are the profile IDs for the user accounts, available as SteamId in the Steamworks Community API calls.
Retrieves the unique PlayFab identifiers for the given set of Twitch identifiers. The Twitch identifiers are the IDs for the user accounts, available as "_id" from the Twitch API methods (ex: https://github.com/justintv/Twitch-API/blob/master/v3_resources/users.md#get-usersuser).
Links the Android device identifier to the user's PlayFab account
Links the custom identifier, generated by the title, to the user's PlayFab account
Links the Facebook account associated with the provided Facebook access token to the user's PlayFab account
Links the Game Center account associated with the provided Game Center ID to the user's PlayFab account
Links the currently signed-in user account to their Google account, using their Google account credentials
Links the vendor-specific iOS device identifier to the user's PlayFab account
Links the Kongregate identifier to the user's PlayFab account
Links the Steam account associated with the provided Steam authentication ticket to the user's PlayFab account
Links the Twitch account associated with the token to the user's PlayFab account.
Link Windows Hello authentication to the current PlayFab Account
Removes the specified generic service identifier from the player's PlayFab account.
Submit a report for another player (due to bad bahavior, etc.), so that customer service representatives for the title can take action concerning potentially toxic players.
Forces an email to be sent to the registered email address for the user's account, with a link allowing the user to change the password
Unlinks the related Android device identifier from the user's PlayFab account
Unlinks the related custom identifier from the user's PlayFab account
Unlinks the related Facebook account from the user's PlayFab account
Unlinks the related Game Center account from the user's PlayFab account
Unlinks the related Google account from the user's PlayFab account (https://developers.google.com/android/reference/com/google/android/gms/auth/GoogleAuthUtil#public-methods).
Unlinks the related iOS device identifier from the user's PlayFab account
Unlinks the related Kongregate identifier from the user's PlayFab account
Unlinks the related Steam account from the user's PlayFab account
Unlinks the related Twitch account from the user's PlayFab account.
Unlink Windows Hello authentication from the current PlayFab Account
Update the avatar URL of the player
Updates the title specific display name for the user
PlayFab Server API
Increments the character's balance of the specified virtual currency by the stated amount
Increments the user's balance of the specified virtual currency by the stated amount
Consume uses of a consumable item. When all uses are consumed, it will be removed from the player's inventory.
Returns the result of an evaluation of a Random Result Table - the ItemId from the game Catalog which would have been added to the player inventory, if the Random Result Table were added via a Bundle or a call to UnlockContainer.
Retrieves the specified character's current inventory of virtual goods
Retrieves the configuration information for the specified random results tables for the title, including all ItemId values and weights
Retrieves the specified user's current inventory of virtual goods
Adds the specified items to the specified character's inventory
Adds the specified items to the specified user's inventory
Adds the specified items to the specified user inventories
Modifies the number of remaining uses of a player's inventory item
Moves an item from a character's inventory into another of the users's character's inventory.
Moves an item from a user's inventory into their character's inventory.
Moves an item from a character's inventory into the owning user's inventory.
Adds the virtual goods associated with the coupon to the user's inventory. Coupons can be generated via the Economy->Catalogs tab in the PlayFab Game Manager.
Submit a report about a player (due to bad bahavior, etc.) on behalf of another player, so that customer service representatives for the title can take action concerning potentially toxic players.
Revokes access to an item in a user's inventory
Decrements the character's balance of the specified virtual currency by the stated amount. It is possible to make a VC balance negative with this API.
Decrements the user's balance of the specified virtual currency by the stated amount. It is possible to make a VC balance negative with this API.
Opens a specific container (ContainerItemInstanceId), with a specific key (KeyItemInstanceId, when required), and returns the contents of the opened container. If the container (and key when relevant) are consumable (RemainingUses > 0), their RemainingUses will be decremented, consistent with the operation of ConsumeItem.
Searches Player or Character inventory for any ItemInstance matching the given CatalogItemId, if necessary unlocks it using any appropriate key, and returns the contents of the opened container. If the container (and key when relevant) are consumable (RemainingUses > 0), their RemainingUses will be decremented, consistent with the operation of ConsumeItem.
Updates the key-value pair data tagged to the specified item, which is read-only from the client.
Getting Started with PlayFab - Chapter 1
Getting Started with PlayFab - Chapter 1
Welcome! This introductory tutorial will quickly get you up and running with PlayFab. By following this tutorial, you will go through the following steps:
Chapter 1 - Get started with players and tournaments
Chapter 2 - Set up your game's in-game economy
Chapter 3 - Explore automation
Chapter 4 - Try out content management
If you have already created an account with PlayFab, then this tutorial is also available in a special interactive version directly inside the Game Manager. If you plan on following along with these steps, then you may find that version more useful.
We also have another set of Getting Started guides, which help you make your first PlayFab API call in each of our SDK languages or environments.
Let's get started!
Get started with players and tournaments
In this chapter you will:
- Getting Started & First API Call
- Update your Login Mechanism
- Using remote configuration data
- View a player profile using our management tool
- Create a basic leaderboard, and add the player to it
- View your game's analytics data in real-time
1. Getting Started & First API Call
We have SDKs for all major game engines and languages.
Choose an environment from the list below, and follow the link to the appropriate getting started guide. This will guide you through installing your environment, creating a new test project, and making your first API call.
Pick your SDK:
2. Update your Login mechanism
The first step adding PlayFab to any game is always logging in the player. Logging in the player returns a security token that is needed for all other API calls.
The Guides in step 1 utilize a test titleId, but from now on, you should be using your own. Create a title in Game Manager, and update your environment with your own titleId.
Obtaining your titleId
TitleId's are obtained from the Game Manager. If you haven't already, register for a free PlayFab developer account, then login to the game manager.
Once logged in, click "Settings". You should see the titleId for your game:
The SDK guide you followed above should have included instructions on how to enter your Title ID.
PlayFab makes it easy to authenticate players. On a smartphone you can login with the iOS or Android device ID for easy authentication with zero friction for the player. We also support authentication with Windows, Google, Kongregate, Facebook, Steam, and Twitch accounts, as well as username/password, email/password, or an ID you generate.
For this tutorial, we'll demonstrate authentication using the last method - LoginWithCustomID, which uses an arbitrary string generated by your title, or your own game servers. It's worth noting, however, that the recommended path for most titles is to use authentication mechanisms that align to the devices and platforms on which your title is shipping. So, for example, on Android or iOS, use the device-specific login API calls to get players into the game quickly, and then incentivize them to add a cross-device authentication mechanism later as part of the game experience (as shown in this post).
After a login call, you can call other functions in the client API. Some, like UpdatePlayerStatistics and AddUserVirtualCurrency are disabled by default until you allow them on the API Features page in Game Manager (and you can specifically enable or disable any Client API calls using Permission Policies).
PRO TIP: If you look at the PlayStream Debugger on the Dashboard tab of the game manager, you will see several events connected to logging you in.
You can click the "information" circle to view the raw JSON of that event.
3. Using remote configuration data
Storing configuration information about your game on PlayFab is a smart idea, because you can then change that data at any time. This is much more useful than hard-coding that information in your game, and having to update your client to change anything.
Configuration data for your game is stored in what we call Title Data.
Examples of configuration data might include much XP a player earns from each match, a maximum movement speed, or a feedback URL. You can store JSON in the title data if your game requires more complex data.
- Go to Content > Title Data
- Add a few keys and values, doesn't matter what they are
- Click Save Title Data
That's all you have to do in the Game Manager.
- In your game, call GetTitleData
- You should see the keys and values you just added
Title Data is a great way to tweak your game balance while it's in development, or to run special events post-launch.
4. View your player profile in the Game Manager
You should now have a new player created, identified with the Custom ID you configured earlier.
- Go to the Players tab
- You should see the player you just created
- If not, paste the Custom ID from above into the query box and click Search.
- Click on that player
From the Overview tab you can see the player's email address, when they were created (provisioned), change their statistics, look at login events, manage characters, check on their inventory, and much more. On the player's PlayStream tab you can watch their events come in live.
Custom ID vs User ID
The player's Custom ID is not the same as their User ID. User ID is automatically generated by PlayFab and used to track the player if they login using different methods.
Some games do choose to expose the User ID to the player, however, to help with customer support requests.
5. Create a basic leaderboard
Let's create a statistic for this player so you can try out our leaderboard feature, and later, some player segmentation capabilities.
WARNING: unlike Title Data, you cannot delete or rename a statistic once it's created. If you don't want to have an "xp" statistic forever, give it a different name.
- Go to the player's Statistics tab
- Add a key labeled "xp" and set the value to 0
- Click Save Player Statistics
In your game, call GetPlayerStatistics
You should see an "xp" statistic with a value of 0
Statistics are a great place to store experience points, number of wins and losses, headshots, or anything you want tallied. Every statistic automatically creates its own Leaderboard, so you can track who's doing the best (and worst) in your game.
Click "Leaderboards" on the Players tab to see the current progress.
6. PlayStream events
Click the PlayStream tab for this player (next to Overview). You should see a login event and the statistic change event. Keep this window open while you do other things and you'll be able to see more events pop up.
Now that you have a player, some title data, and a statistic, let's create a currency and start your game's economy.
Go to Chapter 2
PlayFab Admin API
Adds a new player statistic configuration to the title, optionally allowing the developer to specify a reset interval and an aggregation method.
Retrieves a download URL for the requested report
Retrieves the configuration information for all player statistics defined in the title, regardless of whether they have a reset interval.
Retrieves the information on the available versions of the specified statistic.
Retrieves the title-specific custom data for the user which is readable and writable by the client
Retrieves the title-specific custom data for the user which cannot be accessed by the client
Retrieves the publisher-specific custom data for the user which is readable and writable by the client
Retrieves the publisher-specific custom data for the user which cannot be accessed by the client
Retrieves the publisher-specific custom data for the user which can only be read by the client
Retrieves the title-specific custom data for the user which can only be read by the client
Resets the indicated statistic, removing all player entries for it and backing up the old values.
Attempts to process an order refund through the original real money payment provider.
Completely removes all statistics for the specified user, for the current game
Attempts to resolve a dispute with the original order's payment provider.
Updates a player statistic configuration for the title, optionally allowing the developer to specify a reset interval.
Updates the title-specific custom data for the user which is readable and writable by the client
Updates the title-specific custom data for the user which cannot be accessed by the client
Updates the publisher-specific custom data for the user which is readable and writable by the client
Updates the publisher-specific custom data for the user which cannot be accessed by the client
Updates the publisher-specific custom data for the user which can only be read by the client
Updates the title-specific custom data for the user which can only be read by the client
Using Cloud Script
Using Cloud Script
This guide covers uploading and managing your Cloud Script files on PlayFab Game Manager. This guide covers writing the Cloud Script code itself.
- You should be familiar with the basics of PlayFab
- C# Samples shown in this guide correspond to using the PlayFab Unity SDK
Your First Cloud Script Revision
After creating a title, PlayFab automatically includes an example script as your first revision. This revision includes a number of methods that you can use for learning and testing Cloud Script. To see these functions, open Game Manager, select your title, and click Automation on the left side bar.
You should see a number of Cloud Script methods, such as helloWorld, which logs the message Hello PLAYERID, where PLAYERID is the current player's PlayFab ID.
Uploading your own revisions
You can upload your own custom methods via the Game Manager. Each file you upload will create a new revision. During the upload, the PlayFab service runs a simple LINT check over your Cloud Script for syntax errors. If it finds an error, an error message will be displayed. Fix the error, and click SUBMIT again. By default, new uploads must deployed by clicking the "DEPLOY REVISION # TO LIVE" link. This enables you to update or roll back to/from multiple versions of Cloud Script.
The first time you press the "UPLOAD NEW REVISION" button (orange), you will see a file selector where you can upload a file from your local machine:
After you have added several revisions, you can select which submitted revision is live with the dropdown:
You may also use GitHub to manage your Cloud Script revisions. You must have a GitHub account, and you must be logged in.
- Find the "USE GITHUB" button (grey - screenshot above)
- The next window will have a "AUTHORIZE GITHUB ACCOUNT" button (orange)
- Create a new, empty repository in GitHub
- Return to the GitHub page in PlayFab Game Manager (refresh tab)
- At this point, you should be able to select your GitHub repository and bind it to your title:
Once bound to GitHub, the manual upload option is removed, and new Cloud Script revisions are automatically made for each GitHub commit to "master" branch. If you commit multiple files, they will be concatenated together into a single PlayFab Cloud Script revision. Live-revision selection remains the same: new commits to GitHub must be set to live in Game Manager as described above.
Cloud Script allows you to upload files to PlayFab, and execute your code on our server. You can manage your Cloud Script files from Automation option in the left side bar. You can upload files manually from your own computer, or bind your title to a GitHub account.
This guide covers managing your code files and uploading them to PlayFab. If you have more questions this guide will tell you more about how to write your code files.