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{
"name": "com.unity.services.cloudcode",
"displayName": "Cloud Code",
"version": "3.0.0-exp.8",
"unity": "6000.3",
"description": "Run your game logic in the cloud as serverless functions and interact with other backend services.\n\nThis package allows you to call out to Cloud Code from within your project as a secure player.\n\nCloud Code can be used to: \n-Change game logic for all players without re-distributing your game \n-Grant timed rewards \n-Create randomized values",
"dependencies": {
"com.unity.services.authentication": "3.6.1",
"com.unity.services.core": "1.16.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.nuget.newtonsoft-json": "3.2.2",
"com.unity.services.deployment": "1.7.2",
"com.unity.services.wire": "1.4.3"
},
"_upm": {
"gameService": {
"genericDashboardUrl": "https://dashboard.unity3d.com/cloud-code",
"projectDashboardUrl": "https://dashboard.unity3d.com/organizations/{0}/projects/{1}/cloud-code/about",
"projectDashboardUrlType": "OrganizationKeyAndProjectGuid",
"groupId": "game-backend"
},
"supportedPlatforms": [
"Android",
"iOS",
"Linux",
"Mac",
"PC",
"Windows 8 Universal",
"Windows 10 Universal"
],
"changelog": "### Added\n- Author Cloud Code Modules natively in the Unity Editor, with your cloud source code compiled automatically and fully\n debuggable right where you work. There's no longer any need to regenerate bindings or maintain a separate solution\n outside your Unity workspace - everything lives in one place. Writing, compiling, debugging, and deploying now happen\n in a single workflow, enabling rapid iteration and faster deployment. Highlights include:\n - Create new Cloud Code Modules quickly with a guided creation flow.\n - Iterate rapidly and catch issues early with modules that compile in-editor as part of your project.\n - Skip manual bindings regeneration - strongly-typed client bindings are generated and kept in sync automatically.\n - Scoped Cloud Code is supported alongside standard modules.\n\n### Fixed\n- Added retries with a longer request timeout when checking whether a Cloud Code module exists during deployment.\n- Fixed Cloud Code Module deployment resolving required precompiled assemblies using Editor-loaded assembly paths on Unity 6000.5 or newer.\n\n### Changed\n- Renamed Native Modules to Cloud Code Modules; they now use the `.ccmu` file extension instead of generic `.asset` files. Recreate any existing modules.\n- Generating bindings will now includes enum values alongside their names.\n- Generating bindings dictionary keys now retain their original types instead of being converted to strings."
},
"samples": [
{
"displayName": "Cloud Code Scripts Deployment",
"description": "This is a simple sample to deploy and call a Cloud Code Script.",
"path": "Samples~/CloudCodeScriptsDeployment"
},
{
"displayName": "Cloud Code Modules Deployment",
"description": "This is a simple sample to deploy and call a Cloud Code Module.",
"path": "Samples~/CloudCodeModulesDeployment"
}
],
"relatedPackages": {
"com.unity.services.cloudcode.tests": "3.0.0-exp.8"
},
"upmCi": {
"footprint": "b1b548dae87ea86fd7be17e2d0c3e7542829bd73"
},
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.services.cloudcode@3.0/manual/index.html",
"repository": {
"url": "https://github.cds.internal.unity3d.com/unity/operate-services-sdk.git",
"type": "git",
"revision": "9b56150cf3a14ffe51dc1bf90492bda9fa88af1d"
}
}