Cloud Storage
Store data in the cloud
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Store data in the cloud
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Cloud Storage is a general data storage service offered within the coherence Cloud.
Objects stored in cloud storage are identified using a tuple called storage object identifier or StorageObjectId
.
The storage object identifier consists of a type and an id. Type is intended to describe the general category that the object belongs to - for example, "Player" or "Settings" - and id is intended to uniquely distinguish the object from all other objects with the same type.
For example, to store player-specific data in cloud storage, you can set id to be the of a user that has logged in to coherence Cloud:
The StorageObjectId
type is serializable by Unity, and can also be edited using the Inspector as a serialized field.
provides three methods, allowing you to , and objects.
The method can be used to save an object to cloud storage.
By default all the public properties and fields of objects are serialized.
coherence Cloud has a rate limit of one API request of a particular type per second.
Having a rate limit of one API request of a type per second means is that if, for example, a save operation is made while another save operation is already in progress, then the second save operation will be queued, and will only get sent to the backend after one second has passed since the previous save operation.
However, the Cloud Storage service is able to automatically batch multiple storage operations into a single API request behind-the-scenes, which means that in practice an operation should almost never have to sit in queue for more than a second.
Currently, data is held for one hour. In the future, this will be configurable.
Any client can read or write storage objects at any time. Data is available as long as the client knows the identifier to access it.
The method can be used to load an object from cloud storage.
The method can be used to delete an object from cloud storage.
All of CloudStorage's methods return a or a .
These are objects. Methods that contain the keyword can use to wait for the operation to complete:
Coroutines can also use to wait for the operation to complete:
It is also possible to execute a function when the operation completes successfully or fails, using and respectively.
If you need further info on how to do asynchronous programming within Unity, check out their .
StorageOperations never cause to be thrown, even if you use the await
or yield
keywords with them. Instead, it is expected that you will detect and handle errors manually.
You can determine if a completed StorageOperation has failed using the property. If an operation has failed, you can acquire more information about the failure via the object found in the property.
When an object is saved to cloud storage, its state is serialized to JSON using .
You can use Json.NET's to control how Json.NET serializes and deserializes your object.
In addition to supporting all the (primitive types, arrays, lists, dictionaries...), Cloud Storage also supports the following Unity types:
Saving and loading objects whose type derives from is not supported. You can however serialize a UnityEngine.Object into a string using the built-in , and then save that string in cloud storage instead.