Skip to content
Draft
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
12 changes: 6 additions & 6 deletions docs/unity/getting-started/installing-beamable.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ Welcome to Beamable! This guide will walk you through the steps required to inst

!!! info "Compatibility"

• Beamable supports Unity versions 2021.3 to 6000.3 and is compatible with all template types
• Beamable supports Unity versions 2021.3 to 6000.3 and is compatible with all template types
• Beamable supports Windows, Mac, iOS, Android, and WebGL platforms

## Setting Up Account in Beamable Portal
Expand Down Expand Up @@ -33,7 +33,7 @@ Congratulations the Beamable SDK is now installed!

## Log into Beamable

Open the Beamable Login Window by clicking the Beamable button in the Unity toolbar. Now see the Beamable Login Window prompts for user account credentials. Enter the Organization Alias and Password you created when you signed up for Beamable.
Open the Beamable Login Window by clicking the Beamable button in the Unity toolbar. Now see the Beamable Login Window prompts for user account credentials. Enter the Organization Alias, Email, and Password with which you signed up for Beamable.

![Beamable Login Window](./login.png){: style="max-width: 400px;" }

Expand All @@ -47,7 +47,7 @@ Navigate to the _Beam Library_ by finding it from the Beamable Button in the top
In the _Beam Library_, find the _Admin Console_ card and click the _Add Prefab_ button to add the prefab to an empty scene.
![Beamable Admin Console](./library-admin-console.png){: style="max-width: 700px;"}

Enter play-mode, and hit the `~` character (the same character as `` ` ``). This should open up the _Admin Console_. You can type in a bunch of commands like `help`, or `dbid`.
Enter play-mode, and hit the `~` character (the same key as `` ` ``). This should open up the _Admin Console_. You can type in a bunch of commands like `help`, or `dbid`.

!!! Note
The `dbid` command will print out the current player's id. Learn more in the [frictionless auth section](./../user-reference/beamable-services/identity/frictionless.md).
Expand All @@ -56,9 +56,9 @@ Enter play-mode, and hit the `~` character (the same character as `` ` ``). This

## Beam CLI Dependency

The Beamable plugin will automatically install the Beam CLI into your Unity project. The Beam CLI is a developer tool for managing Beamable resources like Microservices, Content, and more. The Beamable Unity plugin relies on the CLI for interacting with Beamable. Your Unity project is a valid Beamable CLI project, which means you can also use the CLI directly if required.
The Beamable plugin will automatically install the Beam CLI into your Unity project. The Beam CLI is a developer tool for managing Beamable resources like Microservices, Content, and more. The Beamable Unity plugin relies on the CLI for interacting with Beamable. Your Unity project is a valid Beamable CLI project, which means you can also use the CLI directly if required.

You should expect to see a `.beamable` folder and a `.config`folder in your Unity project's file structure. The `.beamable` folder contains Beamable specific information about your project, and the `.config` folder is a special `dotnet` folder that defines the version of the Beam CLI. If you are using source-control, both of these folders should be included in source-control.
You should expect to see a `.beamable` folder and a `.config`folder in your Unity project's file structure. The `.beamable` folder contains Beamable specific information about your project, and the `.config` folder is a special `dotnet` folder that defines the version of the Beam CLI. If you are using source-control, you should include both of these folders in source-control.

The `.config` folder has a file called `dotnet-tools.json` which specifies the version of the Beam CLI being used by the Beamable Unity SDK. By default, the Beamable SDK will maintain this number, and you should not edit it by hand.

Expand All @@ -85,4 +85,4 @@ As new versions of the Beamable SDK are released, they depend on different Beam

!!! danger "User Beware: Changing the CLI version may cause issues"

Starting in SDK 3.0, you _may_ disable the SDK's explicit control of the `dotnet-tools.json` by enabling the `Beamable/Editor/AdvancedCli/Disable Version Requirement` setting in Unity's Project Settings window. If you do this, please understand that the Beamable SDK may stop functioning, as it is trying to use an unplanned version.
Starting in SDK 3.0, you _may_ disable the SDK's explicit control of the `dotnet-tools.json` by enabling the `Beamable/Editor/AdvancedCli/Disable Version Requirement` setting in Unity's Project Settings window. If you do this, please understand that the Beamable SDK may stop functioning, as it would then be trying to use an unplanned version.
6 changes: 3 additions & 3 deletions docs/unity/samples/account-deletion.md
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ For these reasons, Beamable provides the Forget User API. This document outlines

There are a couple different ways to forget user info:

• **Beamable Portal**: "Forget user" is available as an administrative option. This is useful in a scenario where a player "requests" deletion of their account info, and is followed up by a customer support member.
• **Beamable Portal**: "Forget user" is available as an administrative option. This is useful in a scenario where a player requests deletion of their account info, and is followed up by a customer support member.

• **Self-Service**: The [`object/accounts/{objectId}/admin/forget`](https://docs.beamable.com/reference/delete_object-accounts-objectid-admin-forget) API can be called from a microservice to allow users to initiate their own account info deletion.

Expand All @@ -38,10 +38,10 @@ Based on guidelines for user account deletion, this method should be paired with

## Option 2. Forget User via Code

**The script can be downloaded as a GitHub Gist here:** [DeletePlayerInfoService.cs](https://gist.github.com/beamable-gists/4ee1ecc72475eca5e6f63aecfdba762a)
**The script can be downloaded as a GitHub Gist here:** [DeletePlayerInfoService.cs](https://gist.github.com/beamable-gists/4ee1ecc72475eca5e6f63aecfdba762a)
_The full script can also be found at the bottom of this document._

The API is only callable by an admin (e.g., a microservice). Therefore, you will need to follow the steps to create a microservice before this script can be called. See the [Microservice Framework](../user-reference/cloud-services/microservices/microservice-framework.md) for more info.
The API is only callable from a privileged context such as a microservice. Therefore, you will need to follow the steps to create a microservice before this script can be called. See the [Microservice Framework](../user-reference/cloud-services/microservices/microservice-framework.md) for more info.

The API used here is [`object/accounts/{objectId}/admin/forget`](https://docs.beamable.com/reference/delete_object-accounts-objectid-admin-forget). The `objectId` is the player's account ID, **not** their realm ID. Typically, a user's realm ID is equal to the account ID+1 since both these values are created in rapid succession.

Expand Down
4 changes: 2 additions & 2 deletions docs/unity/samples/lightbeam-account.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

The Account Management Lightbeam can be opened through the Beam Library window.

There are no prerequisites to use this Lightbeam. This sample will allow you create multiple accounts, optionally attach email & password credentials, and configure the accounts' alias and avatar.
There are no prerequisites to use this Lightbeam. This sample will allow you create multiple accounts, optionally attach email & password credentials, and configure the accounts' aliases and avatars.

!!! tip "Read the SDK Docs"
Find more information about the Accounts SDK by reading the [Username / Password](../user-reference/beamable-services/identity/username-password.md) Section
Expand All @@ -14,4 +14,4 @@ There are no prerequisites to use this Lightbeam. This sample will allow you cre
<iframe width="960px" height="690px" border="none" src="https://beamable-lightbeams.s3.us-west-2.amazonaws.com/version/mk/index.html?scene=accounts" style="border: none; display: flex; margin: auto;"></iframe>
</div> -->

<light-beam title="Account Sample" args="scene=accounts"/>
<light-beam title="Account Sample" args="scene=accounts"/>
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ The concept of A/B Testing is to run experiments across a cohort, segmented set,
- **Increase KPIs** - Key performance indicators, including retention, can be isolated and improved through testing
- **Increase Revenue** - By improving KPIs, improve revenue
- **Decrease Costs** - Game makers can focus on a leaner feature-set which is proven to matter to players
- **Decrease Risks** - Roll out new gameplay features more frequently to a subset of the players. Ensure its ready before releasing to everyone
- **Decrease Risks** - Roll out new gameplay features more frequently to a subset of the players. Ensure it is ready before releasing to everyone

Generally you will want to follow a process:

Expand Down Expand Up @@ -182,7 +182,7 @@ GetCloudDataManifestResponse playerManifestResponse =

**Loading Data**

Loop through the `meta`. There will be 0 or more values. The implementation here depends on the needs of the project. In this example, each loop iteration is parsed as Json and tested for compatibility with the `MyPlayerProgression` data type.
Loop through the `meta`. There will be 0 or more values. The implementation here depends on the needs of the project. In this example, each loop iteration is parsed as JSON and tested for compatibility with the `MyPlayerProgression` data type.

```csharp
foreach (CloudMetaData cloudMetaData in playerManifestResponse.meta)
Expand Down
Loading