If you are unfamiliar with GDE, I would suggest reading through the GDE Quickstart Guide first. GDEO is an extension that allows you to save your data to the cloud with the same ease that GDE provides.
1. Enter your credentials in GDEOConfig.cs
You’ll find the config file at GDEOnline/GDEOConfig.cs. There are three constants you need to fill in with information from your GDEO account. Your APIKey is in GDEO Profile. Your DevID is your GDEO username and also displayed in your profile. The GameID is found in the dashboard and will display after you create your first game in the dashboard.
2. Create a Game in the GDEO Dashboard
Creating a game in the GDEO dashboard requires you to upload your primary data set. Don’t worry if it is not ready. You can easily upload a new dataset as you develop your game. GDEO will automatically pull down the most recent version of your primary data file.
3. Initialize your game
This is much like initializing your game with GDE. Call GDEOInit() once in your code to initialize with the dataset you last uploaded to the GDEO dashboard.
4a. Save User Runtime Data
To persist your data, call the Save method when it is convenient in your game.
// To persist modified data call.. GDEDataManager.GDEOSave(playerID); // To clear persisted data call.. GDEDataManager.GDEODeleteRuntimeData(playerID, rdsID);
You can create more than one runtime data set for a user. Note that user IDs are provided by you and need to be unique across your game. It can be an email address or a generated unique ID, Facebook ID, Google ID, etc. There are methods that will list all saves a user has with create and modification dates which brings me to the next section.
4b. Manage User Runtime Data
To get a list of saves a user has created, call GDEOGetRuntimeDataIDs and pass in the user ID. This method returns a
var runtimeDataList = GDEDataManager.GDEOGetRuntimeDataIDs(userID);
The runtime dataset ID is required when initializing the user’s saved data from GDEO. To initialize a user’s saved data use the GDEOGetRuntimeData method.
bool result = GDEOGetRuntimeData(runtimeDataSetID, playerID);
5. Deleting Runtime Data
If you’d like to reset a user’s game, deleting their runtime data is simple. Call GDEODeleteRuntimeData.
bool result = GDEODeleteRuntimeData(playerID, runtimeDataSetID);
6. That’s It!
Here’s a snippet of it all together. Note: You can implement FB or Google or Twitter, etc auth for user management.
GDEDataManager.GDEOInit(); // Authenticate your user before initializing runtime data var runtimeDataList = GDEDataManager.GDEOGetRuntimeDataIDs(userID); // Determine which runtime data file you'd like to use (perhaps the most recent?) // User plays your game... GDEDataManager.GDEOSave(playerID); // Clear persisted data to reset a user's game GDEDataManager.GDEODeleteRuntimeData(playerID, rdsID);
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