[plugin] firebase

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Firebase Analytics Web App, ( Firebase SDK version 10.0.0 )
  • rexrainbow

    Following question:

    Data get pushed to the firebase, but there's a weird randomly generated key like that "Ji29D5OOCXw8DoQe98_:" on top of each message. Is it possible to disable it or set this key manually?

  • Ah, ok - it's possible to set manual key with "Set Value" method

  • rexrainbow

    A small feature suggestion for the firebase "query" plugin:

    • pick random dataset from the set query
    • or maybe pick dataset by expression
  • xoros

    Firebase does not support random picking directly. User needs to fetch all items then picking in local. But this solution might not efficient since it fetch all items back.

    So that I made another plugin for picking with conditions (expression) - rex_firebase_itemfilter, it saved each key of item and the properties into individual nodes. Call "Action:Get random items" to get keys of random items (dataset), then fetch these items by keys in other plugin like rex_firebase. (rex_firebase_itemfilter only used to get keys)

    There is another rex_firebase_itemtable for storing item (dataset) in 1d hash table.

  • Cool, I will try that.

  • xoros

    Querying feature is the weakness in firebase, although firebase had added more functions in querying.

    So my sloution is firebase (for real-time) + parse (for static data), it is another story...

  • Interesting, I will try parse for static data.

  • xoros

    My team member uses firebase+parse for server programming in C2.

    Arne had made a parse plugin. And I had made another different one (but the document had not ready).

    BTW, there are many back-end solutions today, firebase and parse are only two of possible solutions.

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  • I think it could work very well for turn based games or async multiplayer. But what is with real time action games like shooters/mobas/rts? I think the lag is too large or may be it's possible to solve that with plugin which will calculate all that complicated stuff like collision prediction, interpolation etc.

  • xoros

    Sorry, I did not have plan to do this.

    It might be better to use another solution like official MP plugin for these kinds of application. Here is another possible solution - photon cloud.

  • rexrainbow

    thanks for pointing me out to photon cloud plugin. I might consider it for real time multiplayer projects.

  • xoros

    If you're making a real time multiplayer game, I strongly suggest using the official mp plugin. It connects the players directly to each other. Use cloud storage for slow/turn-based games and storing information like points and profiles, etc. You'll use up your bandwidth in no time and wont be able to grow your userbase.

  • I would separate multiplays features to social like

    • chat with other users, broadcast messages, send private messages, post messages on wall...
    • friends list and send gifts to friend...

    and realtime/turn based gameplay. So mix more than one services might be a better solution.

  • hmott

    official multiplayer plugin is based on web-rtc protocol which is not supported on iOS and has connectivity problems due to firewalls on some networks.

  • rexrainbow Is there a way to view all the registered users on a selection screen?

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