As some have mentioned, saving graphical settings to the cloud is a baaad idea. I strictly meant some general settings and key maps (what I show on the video)
Speaking of, War Thunder, a huge popular game, saves graphical settings to the cloud. I sometimes switch between my desktop and laptop and find that I have to manually switch the resolution each time. And my desktop has DLSS on while the laptop does not so I have to enable standard AA each time. Incredibly annoying.
Same clean, clear, style; Same useful content that will help the beginner (and advanced user) incorporate important features into their games. Thank you, Taro. Good luck on your larger projects, and thank you for them as well.
your videos always help me a ton, I was wondering why don't you upload often, if you are working on some game we would love to see the dev logs , thanks never the less
This is a great example of a how an ideal tutorial should be, short, on to the point and there are even example project too. Thank you for making this great content.
One thing to watch out for. You are now saving data from a person online. This may mean you are saving from some in a jurisdiction that requires additional work. If you have users in E.U. you need GDRP compliance, consent, and a way to forget the data. If users are in China then you need PIPL compliance.
So even with a lot of looking online, I can't seem to find anything on using Cloud Save to store Non-Player data- eg world events ect. Does anyone know how I can accomplish this?
YOU PLAY BRAWL STARS!! THIS SO COOOOL Also, welcome back, it's been a while Also, great video, I'm looking forward to implementing what you talked about when I'm done with my game
I like how unity are adding native back end support to it's engine, better than using third party providers such as playfab and others and having multiple dashboards to run your game, please make a video also covering the new authentication, leaderboard and notification in unity services, the documentation is lacking it only provides the method and required testing to understand, a tutorial will be amazing
@@Tarodev That would be awesome. I mess around with it a little bit but it seems they are still far behind, for example there is no way to change player name yet, it is only on the beta version that is not publicly available, it is weird that they made a leaderboard but you can't change player name, also there isn't much callbacks so debugging is really hard. what I like about is it is easy to use and it use async functions, it feels more native that using others like playfabs, but yet they have a long way
Thank you for the great content as always. Your video makes me want to try Cloud Save System, which seems easier to use and more accessible than I thought, thanks to this video. Thank you
cloud save doesn't come up in the package manager when I search the Unity Registry. Is this only available in later versions of unity? I'm running 2021.2.2f1 Personal.
Great video! Thanks for the effort you put into these! Regarding the latest gist code you linked, the UnityCloudSave class inherits from ICloudSave. Is ICloudSave an interface you wrote? Or should it come with the unity package as I don't seem to have it. Cheers!
Hi Tarodev! very useful info, thanks for that! After I've watched your video I started to wonder - what would be good approach to combine this with local saves, any hints?
Mobile platforms do this well. Basically you save both locally and remotely in parallel. For loads you favor timestamps. If there is a brand new install you should prompt the player if they want the 0 hour save (local) or the n hour save (remote)
Hello, please make a tutorial on native cloud saving on mobile devices. On android there is a Google Play Services plugin, where everything is documented in detail, but the problem with iOS is that they do not have an official plugin. I would like to see a detailed tutorial with the analysis of pitfalls.
I was wondering where do you get your art assets? in all of your videos that I've watched, you always use beautiful assets (2D and 3D). Do you do them by yourself? I would really like to see a tutorial on the creatives pipeline (although you focus on code...)
I drew those my guy :) Glad you like them. I'm really not an artist so I wouldn't feel comfortable making a video, but I learned the basic style from blackthorneprod. He has some old videos showcasing his style.
They've recently updated the api and the name had changed a little bit. I recently implemented cloud code and updated this code, I put it in a gist for you: gist.github.com/Matthew-J-Spencer/ccb85a946956a81c41e6abcad804069f
@@AliveNotDeadmund lazy means the object will only be initialised when you use it for the first time, until then it's just a null reference. This can be used to speed up start up times, or maybe save some memory when a system may never be used in a specific session.
This sounds interesting I'm curious it's possible to add multiple cloud save and load In my game I want to add save system for input configuration if possible to save those input online and load those I will be amazing
You should mention that Unity Cloud is only working if you are using Unity Authentication, too. Without Authentication it does not work as far as I remember, but perhaps things changed?
dont know if im a bit too late on this one but how would u make the login with google play games button work? is there a way to sign in with the unity authentication services using google play instead of having to use google plays api - cause the play api is clunky as hell. thanks if you ever see this
thank you for the cool video !! i am a beginner in unity and do not get it how the user is assosiated to the saved data without authentication. or is the service associate the device with a hash ? AND can i use this in WebGL app ?
Steam only games reduces its value a little as you will also only be using steam authentication. Still entirely viable as the beauty of this service is its so integrated into the engine and the sdk is super light.
You'd have to come up with a way to describe the base in a class or string so that would determine on how complex these bases can get. Is it 2D or 3D would probably play into it as well. Basically think about how you'd translate this data back when loading it. That helps you determine how you'd save it. For example imagine it's a 2d array string of numbers and the numbers determine what kind of wall you'd load and display. As a very basic idea say 1 is a certain wall image/model and 0 means no image/model: "1111111111 1000000001 1000000001 1111111111"
tnx for nice tutorials as always. there is a question in my mind,how can a user (admin) access to all other player id's saved in the cloud? if admin wants to retrive data from specefic user id? as i tested with this awsome video you're able to load data from youre submited id in cloud.
I don't have a tutorial for it, but I have written a lot of cloud code. Cheat avoidance is very contextual, so I can't help you on the specifics. But you seem to have the right idea... client sends payload to cloud code, validate the data, perform the write and return OK. Ensure you download the unity gaming services SDK and look into the admin APIs (you call these from cloud code).
@@monkegames6133 it will remember the device id, but you should really prompt the user to sign up properly. Anonymous login is only recommended to get them into your game
Thanks for the tutorial! I'm interested in using this feature for saving some used data, but I want to be able to extract the data from the database outside of unity, like as a json file. Do you know if this is possible?
Hi taro, nice video!! I would like to ask, if you have a tutorial on how to login with playstore in mobile , because with the new version I couldn't find any tutorials, thanks for all the help!!
Ohhhhhhh play store auth... Such a horrible thing to go through. I don't have any tutorials on it right now, but it desperately needs one... So I may do it
@@Tarodev It would be very helpful!!, I followed all steps provided by Google to install and configure it on unity, but It didn't work, and the step by step video is from an very old version :/
@@Tarodev I find some tutorial but they weren't up to date with the Google services new version, and the example en the git didn't work in my proyect and I don't know why xD
Saving graphics settings is one of the worst uses of cloud saving, Valve even suggests people don't do that in their version. If you play on multiple devices like say, a desktop and a laptop, you have to go in and reset your graphics settings each time because cloud saves reset them. Had this happen a lot when I first got my Steam Deck, several games would default to whatever the resolution was the last time I played. My desktop and my Deck have very different resolutions.
So you're using anonymous login. If I'm reading your code correctly, the data you're saving is game-specific, not user-specific (except that you're using the player's 'slot' as the key). If I wanted to data to be saved to particular user for use in a multiplayer game I'm guessing I would need to force them to really login (not anonymously).
Nope, all cloud save data is user-specific, including anonymous login. Anonymous login is just the first step you can offer to get players in without bugging them with auth. Once they taste the magic, you should ask them to 'backup' their account using google play/apple games/whatever.
I use firebase for enterprise dev, but don't suggest it in Unity as it's so heavy. Immediately adds time to compilation. UGS offers everything firebase does, but it's lightweight and super easy to setup
@@Tarodev theres an idea. maybe in the future a video about how to implement those juicy jiggle physics in Unity. Preferably 3D. In nikke, i kinda notice the movements arent 3D just really smooth image manipulations (layers and stuff). Or maybe theres a cool Unity asset that do those, I dont know. I just havnt found any decent tuts about unity jiggle physics out there i think that would be awesome. For gamedev purposes. Nothing more.
Seems you solved a half of the problem. Another part is authentication, if you use anonymous authentication, user can’t recover their data when they change their device or clean the cache.
I use anonymous auth for this example only because it's not an authentication video. The same sdk allows for other providers, like steam, native, custom, etc
@@Tarodev also another question for you, master: should I use unity mediation network for integration of unity ads and google adsense ads or use the google mediation network solution and integrate untiy ads there (as well as some other ad networks)? Might be a topic for a new Tarodev video..
@@leonidus101 Don't get me wrong, I love GCP and firebase, but it's too clunky in unity. Unity gaming services is reaaaally light and built specifically for Unity.
@@leonidus101 In the past I always used Ironsource mediation as I believe they have the best Unity SDKs. But now they're partners, I would just use unity mediation. Most likely have Google Ads as #1 on the waterfall, though.
Is this a paid promotion? It feels like an ad but I don't see the banner. I'm not sure when I'd ever use Unity's cloud solution when (1) Steam already has a completely free cloud save solution, (2) Android and iOS each have their own free solutions, and (3) if you need full cross-platform cloud save, Firebase is significantly less expensive and just as easy to use. Like, Unity wants to enter the cloud computing space now? Good luck when they're asking $1.50/million serverless function invocations when Firebase is only $0.20 and there's a similar discrepancy between the pricing of the other services. The "you'll be so rich the cost won't matter" is always thrown out there but why pay 5x what you need to?
I love firebase and use it in every single web/app project I do, but have you used it in Unity? It's huuugely clunky. The moment you install it your compile time doubles. UGS prices will drop as it is adopted more. It's still super cheap, but yes, can't compete with firebase. Still though, 1m serverless calls is quite the player base.
As some have mentioned, saving graphical settings to the cloud is a baaad idea. I strictly meant some general settings and key maps (what I show on the video)
Speaking of, War Thunder, a huge popular game, saves graphical settings to the cloud. I sometimes switch between my desktop and laptop and find that I have to manually switch the resolution each time. And my desktop has DLSS on while the laptop does not so I have to enable standard AA each time. Incredibly annoying.
@@BrandonNyman that is horrible
@@BrandonNyman At first i thought this was a sponsorship...
In my case i need to be uploading constantly images from all the other clients into my pc,will that be a problem?
This man can cook! Excellent video
Same clean, clear, style; Same useful content that will help the beginner (and advanced user) incorporate important features into their games. Thank you, Taro.
Good luck on your larger projects, and thank you for them as well.
This is great man, it should totally be a standard! I lament the loss of many local saves of favourite games. Good to see you're back on the bike! :)
Nice to be back! Thanks buddy :)
Same. Especially games where you spend money. It's not like we can keep our phone forever. Every phone game should save to google play.
My man coming through with the project on hand! A real champion of the noobs like me!🎉
Straight to the point, short useful video without padding. Thanks!
Having found the channel a few months ago (and binge watched many) - I'm happy to catch one of these videos 'in the wild'. Thanks
I'm sure now that Cloud Save is amazing, but YOU sir are amazing too! Thanks for those top-notch videos!!
your videos always help me a ton, I was wondering why don't you upload often, if you are working on some game we would love to see the dev logs , thanks never the less
Just a bit of downtime. I'm back now :)
@@Tarodev I'm very glad you're back!
@@SystemOfATool Yes I'm too
I've really missed your videos man. Good to see a new one :)!
You are back!! we missed you!
Welcome back boss! Nice to see you again :)
Great to see new videos on the channel!
Back with a bang! Great video Taro!
Thanks James ❤
the production quality man..
welcome back my dude!
Been a minute
I was looking for a video of cloud save, Thank you man!
Amazing content as always, will definitely start using cloud save now!
You'll love it 😘
Thank You for the Code and the very simple game! Really helped me get going as fast as possible!
I appreciate you! 🙌
Missed you my man, welcome back
You have been so helpful in so many ways over the years!
@@not_unlike_games it is comments like that which have made all the effort worthwhile. Glad I could assist you on your journey ❤️
I don't know how you are doing this but this is awsome. Thanks a lot!!
This is a great example of a how an ideal tutorial should be, short, on to the point and there are even example project too. Thank you for making this great content.
you are the king bro. Always straight to the topic. And about that quaternions. I am not even asking. :)
That was just as bad 😂
Nice work buddy 👏 Excellent !!! Let's go....
Another beautiful video my friend. Keep it up and fill our minds with lots of information! :D
Dude you rock! Thank you!! Your tutorials are always quality.
long time no video!
always learning from your videos
💯💥
Thank you I will definitely be looking into this as I wasn't aware of this feature by unity. I assumed I would have to host my own solution.
Cloud save is amazing.
YOU are amazing!
HE'S BAAAACK! Amazing vid, thank you
ILY ❤️
Bro has the most concise videos on the whole internet. I love it!
The king returns!
Happy Developing to you bro...nice video thank you very much
Love all your videos. Thanks a ton :)
I love it. Thank Matthew-J-Spencer
Damn, getting personal
One thing to watch out for. You are now saving data from a person online. This may mean you are saving from some in a jurisdiction that requires additional work. If you have users in E.U. you need GDRP compliance, consent, and a way to forget the data. If users are in China then you need PIPL compliance.
The pieces of legislation, whether GDPR, LGPD or other apply to Personally Identifiable Data, not all data.
Super useful wrapper thanks
U convinced me to use it :)
What a phenomenal videos thank you sir. Your videos are so useful!
Thank you bb ❤
I've a new for you.
You're AWESOME
Oh hey look he uploaded again :)
So even with a lot of looking online, I can't seem to find anything on using Cloud Save to store Non-Player data- eg world events ect. Does anyone know how I can accomplish this?
This man is a true hero.
Fantastic content as always.
YOU PLAY BRAWL STARS!! THIS SO COOOOL
Also, welcome back, it's been a while
Also, great video, I'm looking forward to implementing what you talked about when I'm done with my game
I did play it when it was first released. Such a lovely gui
I like how unity are adding native back end support to it's engine, better than using third party providers such as playfab and others and having multiple dashboards to run your game, please make a video also covering the new authentication, leaderboard and notification in unity services, the documentation is lacking it only provides the method and required testing to understand, a tutorial will be amazing
I do plan on covering them all 😊 I agree, it's awesome
@@Tarodev That would be awesome. I mess around with it a little bit but it seems they are still far behind, for example there is no way to change player name yet, it is only on the beta version that is not publicly available, it is weird that they made a leaderboard but you can't change player name, also there isn't much callbacks so debugging is really hard. what I like about is it is easy to use and it use async functions, it feels more native that using others like playfabs, but yet they have a long way
Thank you for the great content as always. Your video makes me want to try Cloud Save System, which seems easier to use and more accessible than I thought, thanks to this video.
Thank you
cloud save doesn't come up in the package manager when I search the Unity Registry.
Is this only available in later versions of unity? I'm running 2021.2.2f1 Personal.
Great video! Thanks for the effort you put into these!
Regarding the latest gist code you linked, the UnityCloudSave class inherits from ICloudSave. Is ICloudSave an interface you wrote? Or should it come with the unity package as I don't seem to have it.
Cheers!
I wonder if this could be paired with AssetBundles or Addressables for referencing dynamic content to load in.
Hi Tarodev! very useful info, thanks for that!
After I've watched your video I started to wonder - what would be good approach to combine this with local saves, any hints?
Mobile platforms do this well. Basically you save both locally and remotely in parallel. For loads you favor timestamps. If there is a brand new install you should prompt the player if they want the 0 hour save (local) or the n hour save (remote)
He's alive!
I love that level up effect on the Snorlax, what effect is that? :)
You'll find that in the epic took fx package
@@Tarodev Thanks Taro you're the best!
Thanks really helpful man!
Short and Precise. ❤ , off the topic question do you make the art in the videos yourself?
I did make this art. It was for a game many years ago which I abandoned 😂
Hello, please make a tutorial on native cloud saving on mobile devices. On android there is a Google Play Services plugin, where everything is documented in detail, but the problem with iOS is that they do not have an official plugin. I would like to see a detailed tutorial with the analysis of pitfalls.
Yay new video!!!
I was wondering where do you get your art assets? in all of your videos that I've watched, you always use beautiful assets (2D and 3D). Do you do them by yourself? I would really like to see a tutorial on the creatives pipeline (although you focus on code...)
I drew those my guy :) Glad you like them. I'm really not an artist so I wouldn't feel comfortable making a video, but I learned the basic style from blackthorneprod. He has some old videos showcasing his style.
Where our Quaternion video at? 🤔
Just around the corner
How about making a tutorial, where you can use already created json files, and send them to unity's cloud service?
You could parse those json files to a class in Unity and send them all to cloud save?
Or I suppose just send them directly as string data.
I'm getting a missing reference error with "ICloudSaveDataClient" can't find anything online about it. Documentation looks alright.
They've recently updated the api and the name had changed a little bit. I recently implemented cloud code and updated this code, I put it in a gist for you: gist.github.com/Matthew-J-Spencer/ccb85a946956a81c41e6abcad804069f
Gday @@Tarodev, mad respect for your work my brother and thanks for patching this code. Can you explain what's the deal with the Lazy client?
@@AliveNotDeadmund lazy means the object will only be initialised when you use it for the first time, until then it's just a null reference. This can be used to speed up start up times, or maybe save some memory when a system may never be used in a specific session.
@@Tarodev shit, that's very useful! Thanks heaps for the explanation. Maximum gratitude. 🙏
This sounds interesting I'm curious it's possible to add multiple cloud save and load
In my game I want to add save system for input configuration if possible to save those input online and load those I will be amazing
You should mention that Unity Cloud is only working if you are using Unity Authentication, too. Without Authentication it does not work as far as I remember, but perhaps things changed?
That's correct, I should have made me clearer within the video.
dont know if im a bit too late on this one but how would u make the login with google play games button work? is there a way to sign in with the unity authentication services using google play instead of having to use google plays api - cause the play api is clunky as hell. thanks if you ever see this
Is encryption necessary? What about man in the middle attacks?
It's all over SSL, so the risk of man in the middle is low. I like where your minds at though
thank you for the cool video !!
i am a beginner in unity and do not get it how the user is assosiated to the saved data without authentication.
or is the service associate the device with a hash ?
AND can i use this in WebGL app ?
Thanks for this amazing short tutorial. It's very helpful
I have a question.
How about offline mode can cloud save handle it?
Thanks in advance.
Great video!! Would you recommend this for a steam-only game? I find steam cloud ultra easy to use and it's free.
Steam only games reduces its value a little as you will also only be using steam authentication. Still entirely viable as the beauty of this service is its so integrated into the engine and the sdk is super light.
Can we save images in cloud save?
I want to allow a player to share his base design in the game and another player to put it in his level where he want to place it. Please tell me how?
You'd have to come up with a way to describe the base in a class or string so that would determine on how complex these bases can get. Is it 2D or 3D would probably play into it as well. Basically think about how you'd translate this data back when loading it. That helps you determine how you'd save it. For example imagine it's a 2d array string of numbers and the numbers determine what kind of wall you'd load and display. As a very basic idea say 1 is a certain wall image/model and 0 means no image/model:
"1111111111
1000000001
1000000001
1111111111"
tnx for nice tutorials as always. there is a question in my mind,how can a user (admin) access to all other player id's saved in the cloud? if admin wants to retrive data from specefic user id? as i tested with this awsome video you're able to load data from youre submited id in cloud.
Nice video, i thought your working on unity ui toolkit? What happened to it?
Not yet... But soon
@@Tarodev oh ok 👍
Any videos about Cloud Code Save, saving a networked clients data as a server to avoid cheating ? I cannot seem to find one
I don't have a tutorial for it, but I have written a lot of cloud code. Cheat avoidance is very contextual, so I can't help you on the specifics. But you seem to have the right idea... client sends payload to cloud code, validate the data, perform the write and return OK.
Ensure you download the unity gaming services SDK and look into the admin APIs (you call these from cloud code).
What identifies the client/user to cloud save?
Does it make sense to implement this if your game is on Steam? Doesn’t Steam have it’s own Cloud save system?
Steam does indeed, which is lovely if your plan is PC only. Want consoles? Now you need two solutions.
Hey do u have a video for Unity Authentication ? I want link it with "Unity Player Accounts Beta" but I never did that before.
I don't, but I do implement it in all of my UGS videos. You can check the source code
Hey thanks for your response. Where can I find the source code?@@Tarodev
How secure is cloud save? Can players access and modify the data at all?
Stupid question, is this device-based or account-based? Does the player need to log in or the cloud remembers his device?
@@monkegames6133 it will remember the device id, but you should really prompt the user to sign up properly. Anonymous login is only recommended to get them into your game
@Tarodev Legend. Thanks!
you are a fucking legend, TYSM
So, quick math - if you autosave every 10 seconds; you can have 115 full time concurrent players on the free plan. That's not bad at all.
Thanks for the tutorial! I'm interested in using this feature for saving some used data, but I want to be able to extract the data from the database outside of unity, like as a json file. Do you know if this is possible?
You can export it from the cloud save dashboard, which is found here: dashboard.unity3d.com/gaming
could you please make a simple locale multiplayer game tutorial (i mean on the same wifi network)
I have a netcode video which shows exactly that :) Also watch the relay/lobby video for the full picture.
Thank you!
cool
Hi taro, nice video!! I would like to ask, if you have a tutorial on how to login with playstore in mobile , because with the new version I couldn't find any tutorials, thanks for all the help!!
Ohhhhhhh play store auth... Such a horrible thing to go through. I don't have any tutorials on it right now, but it desperately needs one... So I may do it
@@Tarodev It would be very helpful!!, I followed all steps provided by Google to install and configure it on unity, but It didn't work, and the step by step video is from an very old version :/
@@jz3r073 that was exactly my experience. I remember searching backpanels on forums to find answers
@@Tarodev I find some tutorial but they weren't up to date with the Google services new version, and the example en the git didn't work in my proyect and I don't know why xD
@@jz3r073 as I said... A truly horrible experience 😂
Can you make a video on “how to set-up and use Unity Authentication “. ? Thnx. Love your videos. They are incredibly helpful.
Saving graphics settings is one of the worst uses of cloud saving, Valve even suggests people don't do that in their version. If you play on multiple devices like say, a desktop and a laptop, you have to go in and reset your graphics settings each time because cloud saves reset them.
Had this happen a lot when I first got my Steam Deck, several games would default to whatever the resolution was the last time I played. My desktop and my Deck have very different resolutions.
Oh, fully agree. I should have further clarified I only meant what I showed on screen (key mappings and maaaaybe some general settings)
So you're using anonymous login. If I'm reading your code correctly, the data you're saving is game-specific, not user-specific (except that you're using the player's 'slot' as the key). If I wanted to data to be saved to particular user for use in a multiplayer game I'm guessing I would need to force them to really login (not anonymously).
Nope, all cloud save data is user-specific, including anonymous login.
Anonymous login is just the first step you can offer to get players in without bugging them with auth. Once they taste the magic, you should ask them to 'backup' their account using google play/apple games/whatever.
@@Tarodev Why we need google play backup if we already have unity?
Is it possible to save as json?
Of course! I believe I actually provide a json interface implementation in the source code
Столько труда вложено в каждое видео. Спасибо за информацию, супер полезно. 😍
Can it can used for unity webgl game ?? can any one please answer ?
Yes it can
@@Tarodev thank you!! :)
Is it replaceable with Firebase?
I use firebase for enterprise dev, but don't suggest it in Unity as it's so heavy. Immediately adds time to compilation. UGS offers everything firebase does, but it's lightweight and super easy to setup
i see my cultured boi playing nikke...
It's the game play man, that's all
@@Tarodev theres an idea. maybe in the future a video about how to implement those juicy jiggle physics in Unity. Preferably 3D. In nikke, i kinda notice the movements arent 3D just really smooth image manipulations (layers and stuff). Or maybe theres a cool Unity asset that do those, I dont know. I just havnt found any decent tuts about unity jiggle physics out there i think that would be awesome. For gamedev purposes. Nothing more.
@@stephenkentperez7705 oh yeah, that would get some serious clicks as people are interested in physics calculations
is this like firebase?
Yes, UGS is comparable to firebase, with the benefit of being built-in to the engine.
Seems you solved a half of the problem. Another part is authentication, if you use anonymous authentication, user can’t recover their data when they change their device or clean the cache.
Can't you just combine this with Unity's authentication? It's pretty easy to use for multiplayer so far.
I use anonymous auth for this example only because it's not an authentication video. The same sdk allows for other providers, like steam, native, custom, etc
can you create a proper video for how to do all this.
.. or use google cloud save?
In Unity? noooooo
@@Tarodev why? it's for free, used to be reliable..
@@Tarodev also another question for you, master: should I use unity mediation network for integration of unity ads and google adsense ads or use the google mediation network solution and integrate untiy ads there (as well as some other ad networks)? Might be a topic for a new Tarodev video..
@@leonidus101 Don't get me wrong, I love GCP and firebase, but it's too clunky in unity. Unity gaming services is reaaaally light and built specifically for Unity.
@@leonidus101 In the past I always used Ironsource mediation as I believe they have the best Unity SDKs. But now they're partners, I would just use unity mediation. Most likely have Google Ads as #1 on the waterfall, though.
Is this a paid promotion? It feels like an ad but I don't see the banner. I'm not sure when I'd ever use Unity's cloud solution when (1) Steam already has a completely free cloud save solution, (2) Android and iOS each have their own free solutions, and (3) if you need full cross-platform cloud save, Firebase is significantly less expensive and just as easy to use. Like, Unity wants to enter the cloud computing space now? Good luck when they're asking $1.50/million serverless function invocations when Firebase is only $0.20 and there's a similar discrepancy between the pricing of the other services. The "you'll be so rich the cost won't matter" is always thrown out there but why pay 5x what you need to?
I love firebase and use it in every single web/app project I do, but have you used it in Unity? It's huuugely clunky. The moment you install it your compile time doubles.
UGS prices will drop as it is adopted more. It's still super cheap, but yes, can't compete with firebase. Still though, 1m serverless calls is quite the player base.
That's weird you don't see an ad, I've clicked the paid content button and I see it. Maybe I should add a piece to the top of the description
Woopo woop