part of Unity.Library.eppz
iCloud Key-value store native iOS plugin for Unity. With callbacks on changes per value.
Simple usage
You can use it just like PlayerPrefs, if you don't need more control.
// Set values. Cloud.SetStringForKey("eppz!", "name"); Cloud.SetFloatForKey(0.5f, "volume"); Cloud.SetIntForKey(4, "level"); Cloud.SetBoolForKey(true, "sound"); // Get values. nameLabel.text = cloud.StringForKey("name"); volumeSlider.value = cloud.FloatForKey("volume"); game.level = cloud.IntForKey("level"); sound.volume = cloud.BoolForKey("sound");
As iCloud Key-Value store uses a local container on the device to manage data, iCloud Key-value store is effectively always available.
See corresponding official iCloud Design Guide at Choose the Proper iCloud Storage API for details.
iCloud Key-Value store limitations
It is probably best suitable for stuff like preferences / game progress. Files, and binary data is likely to grow over the size limitations below pretty soon.
- Storage is 1 MB per user
- The maximum number of keys is 1024
- Size limit for each value is 1 MB
- The maximum length for a key string is 64 bytes (does not count against your 1 MB total quota)
See corresponding official iCloud Design Guide at Data Size Limits for Key-Value Storage for details.
Advanced usage
If you want to have a finer grained control over the details of synchronizing (key changes, conflict resolution, user changes), you'll probably like features below.
// Keep UI in sync with cloud content. Cloud.OnKeyChange("gold", (int value) => { goldLabel.text = value; });
// Simple resolution if local and remote values differ. Cloud.OnKeyChange("gold", (int value) => { bool isConflict = (user.golds != value); if (isConflict) { // Resolve strategy. user.golds = Math.Max(user.golds, value); // Sync (if any) new value. Cloud.SetIntForKey(user.golds, "gold"); // Show (if any) new value. goldLabel.text = user.golds; } });
You can implement you own conflict resolution strategy at each value change callbacks. Also by these live callbacks you have the opportunity to update the game state / UI state on the fly.
On each callback, you can poll a paramerer Cloud.latestChangeReason that holds the reason for the given cloud update. Please note that when a cloud update occurs due to a user change (use signed out from iCloud, then signed in with a different user), you'll probably have to overwrite the game states without orchestrating any conflict resolution.
Best practice for resolving conflicts
See corresponding official iCloud Design Guide at Resolving Key-Value Conflicts.
License
Licensed under the MIT license.