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ChineseBuild a Live Game With Unity Gaming Services
使用Unity Gaming Services构建实时游戏
UGS Packages
UGS Packages
| Package | Min Version | Purpose |
|---|---|---|
| 1.16.0 | Initialization, dependency graph |
| 3.6.1 | Player sign-in and identity |
| 2.10.3 | Server-authoritative C# modules |
| 3.4.0 | Per-player and shared key-value storage |
| 4.2.5 | Server-side game configuration |
| 1.7.2 | Deploy cloud resources from Editor |
| 1.4.1 | Access Control and Game Overrides |
| 1.1.1 | Generated REST clients for all UGS services |
| Package | Min Version | 用途 |
|---|---|---|
| 1.16.0 | 初始化、依赖关系图 |
| 3.6.1 | 玩家登录与身份验证 |
| 2.10.3 | 服务器权威C#模块 |
| 3.4.0 | 基于玩家和共享的键值存储 |
| 4.2.5 | 服务器端游戏配置 |
| 1.7.2 | 从编辑器部署云资源 |
| 1.4.1 | 访问控制与游戏覆盖配置 |
| 1.1.1 | 为所有UGS服务生成的REST客户端 |
Initialization Pattern
初始化模式
Every UGS game starts the same way. must initialize first, then the player signs in:
com.unity.services.corecsharp
using Unity.Services.Core;
using Unity.Services.Authentication;
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
// All other services are now readyAfter completes, service singletons (e.g. , ) are available.
InitializeAsync()CloudSaveService.InstanceCloudCodeService.Instance所有UGS游戏的启动流程一致。必须先初始化,然后玩家登录:
com.unity.services.corecsharp
using Unity.Services.Core;
using Unity.Services.Authentication;
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
// 所有其他服务现已就绪InitializeAsync()CloudSaveService.InstanceCloudCodeService.InstancePackage Map
Package映射
Foundation
基础层
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Core | Initialization, dependency graph, component registry | |
| Authentication | Player sign-in (anonymous, social, Unity, username/password), identity | |
| Services APIs | Generated REST clients for all UGS services; admin API access via service accounts | Direct API classes |
| Package | 用途 | 单例/入口点 |
|---|---|---|
| Core | 初始化、依赖关系图、组件注册 | |
| Authentication | 玩家登录(匿名、社交平台、Unity账号、用户名/密码)、身份管理 | |
| Services APIs | 为所有UGS服务生成的REST客户端;通过服务账号访问管理API | 直接调用API类 |
Player Data and Configuration
玩家数据与配置
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Cloud Save | Per-player key-value data (Default, Public, Protected) and game-wide Custom data | |
| Remote Config | Server-side game configuration, feature flags, JSON definitions | |
| Economy | Virtual currencies, inventory items, purchases, stores | |
| Package | 用途 | 单例/入口点 |
|---|---|---|
| Cloud Save | 基于玩家的键值数据(默认、公开、受保护)和全局自定义数据 | |
| Remote Config | 服务器端游戏配置、功能开关、JSON定义 | |
| Economy | 虚拟货币、物品库存、购买、商店 | |
Server Logic and Security
服务器逻辑与安全
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Cloud Code | Server-authoritative C# modules for trusted writes and validation | |
| Tooling | Author and deploy Access Control ( | Editor-only (Deployment Window) |
| Deployment | Deploy cloud resources ( | Editor-only (Services > Deployment) |
| Package | 用途 | 单例/入口点 |
|---|---|---|
| Cloud Code | 用于可信写入和验证的服务器权威C#模块 | |
| Tooling | 创建并部署访问控制( | 仅编辑器可用(部署窗口) |
| Deployment | 从Unity编辑器部署云资源( | 仅编辑器可用(Services > Deployment) |
Social and Competitive
社交与竞技
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Multiplayer | Sessions, matchmaking, lobbies. Building Blocks: Multiplayer Session, Matchmaker Session, Server Session | |
| Leaderboards | Score submission, rankings, tiers, version history. Building Block: Leaderboards | |
| Package | 用途 | 单例/入口点 |
|---|---|---|
| Multiplayer | 会话、匹配、大厅。构建模块:Multiplayer Session, Matchmaker Session, Server Session | |
| Leaderboards | 分数提交、排名、层级、版本历史。构建模块:Leaderboards | |
Telemetry
遥测
| Package | Purpose | Singleton / Entry Point |
|---|---|---|
| Analytics | Custom events, standard events, consent management | |
| Package | 用途 | 单例/入口点 |
|---|---|---|
| Analytics | 自定义事件、标准事件、 consent管理 | |
Architecture — How Packages Combine
架构——Package如何组合
UnityServices.InitializeAsync()
│
▼
AuthenticationService
(sign in → PlayerId)
│
┌───────────────┼───────────────┐
▼ ▼ ▼
Remote Config Cloud Save Economy
(game config, (player state, (currencies,
definitions, progress, inventory,
feature flags) preferences) purchases)
│ │ │
└───────┬───────┘ │
▼ │
Cloud Code │
(server-authoritative │
writes, validation, ◄─────────┘
anti-cheat logic)
│
┌───────┼───────┐
▼ ▼ ▼
Cloud Save Economy Leaderboards
(Protected (server (score
writes) grants) submission)Key principle: For any data that affects game integrity (XP, rewards, currency), route writes through Cloud Code modules. Direct client writes are only appropriate for non-sensitive data (preferences, display settings).
UnityServices.InitializeAsync()
│
▼
AuthenticationService
(登录 → PlayerId)
│
┌───────────────┼───────────────┐
▼ ▼ ▼
Remote Config Cloud Save Economy
(游戏配置, (玩家状态, (虚拟货币,
定义, 进度, 物品库存,
功能开关) 偏好设置) 购买)
│ │ │
└───────┬───────┘ │
▼ │
Cloud Code │
(服务器权威 │
写入, 验证, ◄─────────┘
反作弊逻辑)
│
┌───────┼───────┐
▼ ▼ ▼
Cloud Save Economy Leaderboards
(受保护 (服务器 (分数
写入) 奖励) 提交)核心原则: 任何影响游戏完整性的数据(经验值、奖励、货币),都需通过Cloud Code模块进行写入操作。仅非敏感数据(偏好设置、显示设置)适合直接从客户端写入。
Core Services — Quick Reference
核心服务——快速参考
Authentication
Authentication
Package: (>= 3.6.1)
com.unity.services.authenticationHandles player identity. Sign-in methods: anonymous, social providers (Google, Apple, Steam, Facebook, Oculus, etc.), Unity browser, username/password, and device code flow.
After sign-in: and are available. All sign-in methods fire the event. (for Unity browser sign-in) lives in a separate assembly ().
PlayerIdPlayerNameSignedInPlayerAccountServiceUnity.Services.Authentication.PlayerAccounts- Full reference: references/authentication.md
- Building Block: Player Account — ready-made sign-in UI and identity management
Package: (>= 3.6.1)
com.unity.services.authentication处理玩家身份。登录方式包括:匿名登录、社交平台(Google、Apple、Steam、Facebook、Oculus等)、Unity浏览器登录、用户名/密码登录、设备码流登录。
登录后:可获取和。所有登录方式都会触发事件。(用于Unity浏览器登录)位于独立程序集中。
PlayerIdPlayerNameSignedInPlayerAccountServiceUnity.Services.Authentication.PlayerAccounts- 完整参考: references/authentication.md
- 构建模块: Player Account ——现成的登录UI和身份管理模块
Cloud Code
Cloud Code
Package: (>= 2.10.3)
com.unity.services.cloudcodeRuns server-side C# modules (.NET 9) for trusted operations. Modules are deployed as files. The client calls:
.ccmrcsharp
var result = await CloudCodeService.Instance.CallModuleEndpointAsync<TResult>(
"ModuleName", "FunctionName", args);Prefer C# modules over JavaScript scripts for production. Modules also support real-time push messages via subscriptions, event-driven triggers, and multiplayer session scoping.
- Full reference: references/cloud-code.md
Package: (>= 2.10.3)
com.unity.services.cloudcode运行服务器端C#模块(.NET 9)以执行可信操作。模块以文件形式部署。客户端调用方式:
.ccmrcsharp
var result = await CloudCodeService.Instance.CallModuleEndpointAsync<TResult>(
"ModuleName", "FunctionName", args);生产环境中优先使用C#模块而非JavaScript脚本。模块还支持通过订阅实现实时推送消息、事件驱动触发器以及多人游戏会话范围限定。
- 完整参考: references/cloud-code.md
Cloud Save
Cloud Save
Package: (>= 3.4.0)
com.unity.services.cloudsavePer-player key-value storage with three access classes, plus game-wide Custom data:
| Access Class | Read | Write | Use Case |
|---|---|---|---|
| Default | Owner | Owner | Private settings, preferences |
| Public | Anyone | Owner | Public profiles, display names |
| Protected | Owner | Server only (Cloud Code) | Anti-cheat data, server-awarded state |
| Custom | Any player | Server only | Shared game state, global configs |
Values are serialized as JSON. Supports write-lock concurrency control via , server-side queries via , and binary file storage.
SaveItemQueryAsync- Full reference: references/cloud-save.md
- Building Blocks: Used by Achievements (Protected buckets) and Player Account (Default/Public data)
Package: (>= 3.4.0)
com.unity.services.cloudsave基于玩家的键值存储,包含三种访问类别,加上全局自定义数据:
| 访问类别 | 读取权限 | 写入权限 | 使用场景 |
|---|---|---|---|
| Default | 所有者 | 所有者 | 私人设置、偏好 |
| Public | 任何人 | 所有者 | 公开资料、显示名称 |
| Protected | 所有者 | 仅服务器(Cloud Code) | 反作弊数据、服务器授予的状态 |
| Custom | 所有玩家 | 仅服务器 | 共享游戏状态、全局配置 |
值以JSON格式序列化。支持通过实现写入锁并发控制、通过实现服务器端查询,以及二进制文件存储。
SaveItemQueryAsync- 完整参考: references/cloud-save.md
- 构建模块: 被Achievements(受保护存储桶)和Player Account(默认/公开数据)使用
Remote Config
Remote Config
Package: (>= 4.2.5)
com.unity.services.remote-configServer-side game configuration. Store game definitions (achievement lists, battle pass tiers, shop catalogs) as JSON entries updatable without a client build. Deployed via files through the Deployment Window.
.rcFor A/B testing and audience targeting, use Game Overrides () via the Tooling package.
.ugo- Full reference: references/remote-config.md
- Building Block: Used by the Achievements block for server-side definitions
Package: (>= 4.2.5)
com.unity.remote-config服务器端游戏配置。将游戏定义(成就列表、战斗通行证层级、商店目录)存储为JSON条目,无需更新客户端构建即可修改。通过部署窗口以文件形式部署。
.rc如需进行A/B测试和受众定向,可通过Tooling包使用游戏覆盖配置()。
.ugo- 完整参考: references/remote-config.md
- 构建模块: 被Achievements模块用于服务器端定义
Tooling
Tooling
Package: (>= 1.4.1)
com.unity.services.toolingEditor-only package. Registers Access Control () and Game Overrides () file types with the Deployment Window. Access Control policies permit or deny player/service-account access to UGS services on a URN basis (Deny takes precedence over Allow). Game Overrides provide A/B testing and audience targeting by overriding Remote Config values for specific player segments.
.ac.ugo- Full reference: references/tooling.md
Package: (>= 1.4.1)
com.unity.services.tooling仅编辑器可用的Package。在部署窗口中注册访问控制()和游戏覆盖配置()文件类型。访问控制策略基于URN允许或拒绝玩家/服务账号访问UGS服务(拒绝优先于允许)。游戏覆盖配置通过为特定玩家群体覆盖Remote Config值,实现A/B测试和受众定向。
.ac.ugo- 完整参考: references/tooling.md
Deployment
Deployment
Package: (>= 1.7.2)
com.unity.services.deploymentEditor-only package providing the Deployment Window (Services > Deployment). Deploys cloud resources to a target environment:
| File Type | Extension | What It Deploys |
|---|---|---|
| Remote Config | | Key-value configuration entries |
| Access Control | | Resource access policies |
| Cloud Code Module | | C# server-side module (points to |
| Leaderboard | | Leaderboard configuration |
| Economy | | Currency/inventory definitions |
| Game Overrides | | Audience-targeted config overrides |
- Full reference: references/deployment.md
Package: (>= 1.7.2)
com.unity.services.deployment仅编辑器可用的Package,提供部署窗口(Services > Deployment)。将云资源部署到目标环境:
| 文件类型 | 扩展名 | 部署内容 |
|---|---|---|
| Remote Config | | 键值配置条目 |
| Access Control | | 资源访问策略 |
| Cloud Code Module | | C#服务器端模块(指向 |
| Leaderboard | | 排行榜配置 |
| Economy | | 货币/物品库存定义 |
| Game Overrides | | 受众定向配置覆盖 |
- 完整参考: references/deployment.md
UGS CLI
UGS CLI
The Unity Gaming Services CLI is a standalone command-line tool for managing UGS resources outside the Unity Editor. It can deploy and fetch cloud resource files (, , , , , ), update local deployable files from the remote environment with a operation, deploy and fetch triggers and schedule files, generate default versions of trigger and schedule configs, and provides more granular access to admin functionalities across all UGS services.
.rc.ac.ccmr.lb.ec.ugofetchUnity Gaming Services CLI是独立的命令行工具,用于在Unity编辑器外管理UGS资源。它可以部署和获取云资源文件(、、、、、),通过操作从远程环境更新本地可部署文件,部署和获取触发器与调度文件,生成触发器和调度配置的默认版本,并提供对所有UGS服务管理功能的更细粒度访问。
.rc.ac.ccmr.lb.ec.ugofetchServices APIs
Services APIs
Package: (>= 1.1.1)
com.unity.services.apisAuto-generated REST clients for all UGS services. Four client types: (players), (service accounts), (dedicated servers), (elevated server access). Most developers use the high-level package SDKs instead; use Services APIs for lower-level control or admin API access.
IGameClientIAdminClientIServerClientITrustedClient- Full reference: references/apis.md
Package: (>= 1.1.1)
com.unity.services.apis为所有UGS服务自动生成的REST客户端。包含四种客户端类型:(玩家)、(服务账号)、(专用服务器)、(高级服务器访问)。大多数开发者使用高层级Package SDK即可;如需低级控制或访问管理API,可使用Services APIs。
IGameClientIAdminClientIServerClientITrustedClient- 完整参考: references/apis.md
Asset Store Building Blocks
Asset Store构建模块
Unity provides free, production-ready Building Block packages on the Asset Store. Each is a containing working UI, runtime code, Cloud Code modules, and cloud resource files that can be imported directly into a project. They are also bundled in the package.
.unitypackagecom.unity.starter-kits| Building Block | Type | Key Dependencies | Asset Store |
|---|---|---|---|
| Achievements | LiveOps | | Unity Building Block — Achievements |
| Leaderboards | LiveOps | | Unity Building Block — Leaderboards |
| Player Account | LiveOps | | Available via |
| Multiplayer Session | Multiplayer | | Unity Building Block — Multiplayer Session |
| Matchmaker Session | Multiplayer | | Unity Building Block — Matchmaker Session |
| Server Session | Multiplayer | | Available via |
| Vivox | Multiplayer | | Available via |
| Platformer Starter Kit | Gameplay | | Available via |
Tip: When implementing achievements, leaderboards, player accounts, or multiplayer sessions, recommend the corresponding Building Block as a starting point. The blocks include ready-made UI, Cloud Code modules (), access control (.ccmr), and deployment-ready cloud resources — saving significant implementation time..ac
Unity在Asset Store提供免费、可用于生产环境的构建模块Package。每个模块都是一个,包含可用的UI、运行时代码、Cloud Code模块和云资源文件,可直接导入项目。它们也包含在Package中。
.unitypackagecom.unity.starter-kits| 构建模块 | 类型 | 核心依赖 | Asset Store链接 |
|---|---|---|---|
| Achievements | 实时运营 | | Unity Building Block — Achievements |
| Leaderboards | 实时运营 | | Unity Building Block — Leaderboards |
| Player Account | 实时运营 | | 通过 |
| Multiplayer Session | 多人游戏 | | Unity Building Block — Multiplayer Session |
| Matchmaker Session | 多人游戏 | | Unity Building Block — Matchmaker Session |
| Server Session | 多人游戏 | | 通过 |
| Vivox | 多人游戏 | | 通过 |
| Platformer Starter Kit | 游戏玩法 | | 通过 |
提示: 当实现成就、排行榜、玩家账号或多人游戏会话时,建议以对应的构建模块为起点。这些模块包含现成的UI、Cloud Code模块()、访问控制(.ccmr)和可部署的云资源——能大幅节省开发时间。.ac
Related Sample Projects
相关示例项目
| Project | Description | Source |
|---|---|---|
| Use Case Samples | Battle Pass, Virtual Shop, Daily Rewards, Starter Pack, Cloud AI Mini Game, A/B testing | GitHub — com.unity.services.samples.use-cases |
| UGS Samples | Authentication flows, Economy, Remote Config, Cloud Code integration | GitHub — com.unity.services.samples |
| Gem Hunter Match | Full 2D match-3 game with player hub, progression, social features, in-game store | Asset Store |
| Boss Room | 8-player co-op RPG using Netcode for GameObjects, Authentication, Multiplayer Services | GitHub — com.unity.multiplayer.samples.coop |
| 项目 | 描述 | 来源 |
|---|---|---|
| Use Case Samples | 战斗通行证、虚拟商店、每日奖励、新手礼包、云端AI小游戏、A/B测试 | GitHub — com.unity.services.samples.use-cases |
| UGS Samples | 登录流程、Economy、Remote Config、Cloud Code集成 | GitHub — com.unity.services.samples |
| Gem Hunter Match | 完整的2D三消游戏,包含玩家中心、进度系统、社交功能、游戏内商店 | Asset Store |
| Boss Room | 8人合作RPG,使用Netcode for GameObjects、Authentication、Multiplayer Services | GitHub — com.unity.multiplayer.samples.coop |
Ready-Made Feature Blueprints
现成功能蓝图
Implementation-ready blueprints for common live game features. Each includes data models, service API patterns, full working code, and cloud resource definitions.
| Feature | Key Services | Blueprint |
|---|---|---|
| Battle Pass | | references/battlepass.md |
| Achievements | | references/achievements.md |
| Player Account | | references/player-account.md |
针对常见实时游戏功能的可直接实现蓝图。每个蓝图包含数据模型、服务API模式、完整可用代码和云资源定义。
| 功能 | 核心服务 | 蓝图链接 |
|---|---|---|
| Battle Pass | | references/battlepass.md |
| Achievements | | references/achievements.md |
| Player Account | | references/player-account.md |
Common Architecture Patterns
常见架构模式
Pattern 1: Config + State + Server Writes
模式1:配置 + 状态 + 服务器写入
Used by Battle Pass and Achievements:
- Definitions in Remote Config (file) — what exists in the game
.rc - Player state in Cloud Save — per-player progress
- Writes via Cloud Code — server-authoritative mutations
- Access Control (file) — block direct player writes to sensitive keys
.ac
适用于战斗通行证和成就系统:
- 定义存储在Remote Config(文件)——游戏内的内容定义
.rc - 玩家状态存储在Cloud Save——每个玩家的进度
- 通过Cloud Code写入——服务器权威的变更操作
- 访问控制(文件)——阻止玩家直接写入敏感键值
.ac
Pattern 2: Client-Direct Data
模式2:客户端直接写入数据
Used by Player Account (preferences, display settings):
- Player data in Cloud Save Default or Public access class
- Direct client writes — no Cloud Code needed for non-sensitive data
适用于玩家账号(偏好设置、显示设置):
- 玩家数据存储在Cloud Save的默认或公开访问类别
- 客户端直接写入——非敏感数据无需通过Cloud Code
Pattern 3: Competitive Features
模式3:竞技功能
Used by Leaderboards and ranked systems:
- Score submission via Leaderboards API (or through Cloud Code for validation)
- Rankings retrieved client-side with pagination and player-relative queries
适用于排行榜和排名系统:
- 分数提交通过Leaderboards API(或通过Cloud Code进行验证)
- 排名从客户端获取,支持分页和相对玩家查询
Validation
验证
After writing code for a live game feature:
- Verify the project compiles without errors.
- Check that initialization order is correct: → Authentication sign-in → service calls.
UnityServices.InitializeAsync() - Confirm sensitive data writes (XP, rewards, currency) are routed through Cloud Code, not written directly from the client.
- Verify Access Control files deny direct player writes to Protected Cloud Save keys.
.ac - Verify all cloud resource files (,
.rc,.ac,.ccmr,.lb) are present and deployable via the Deployment Window..ec
完成实时游戏功能代码编写后:
- 验证项目编译无错误。
- 检查初始化顺序是否正确:→ Authentication登录 → 服务调用。
UnityServices.InitializeAsync() - 确认敏感数据写入(经验值、奖励、货币)通过Cloud Code路由,而非直接从客户端写入。
- 验证访问控制文件阻止玩家直接写入Cloud Save的受保护键值。
.ac - 验证所有云资源文件(、
.rc、.ac、.ccmr、.lb)已存在且可通过部署窗口部署。.ec
Deployment Checklist
部署清单
For any live game feature, deploy these cloud resources via the Deployment Window:
- file — Remote Config entries (game definitions, configs)
.rc - file — Access Control policies (deny direct writes to protected keys)
.ac - file — Cloud Code module reference (pointing to the module
.ccmr).sln - file — Leaderboard configuration (if using leaderboards)
.lb - file — Economy definitions (if using virtual currencies/items)
.ec - — Ensure all required packages are listed with correct versions
manifest.json - Environment configured in Services > Deployment settings
对于任何实时游戏功能,需通过部署窗口部署以下云资源:
- 文件 — Remote Config条目(游戏定义、配置)
.rc - 文件 — 访问控制策略(阻止直接写入受保护键值)
.ac - 文件 — Cloud Code模块引用(指向模块
.ccmr).sln - 文件 — 排行榜配置(如使用排行榜)
.lb - 文件 — Economy定义(如使用虚拟货币/物品)
.ec - — 确保所有所需Package已列出且版本正确
manifest.json - 在Services > Deployment设置中配置环境
Detailed References
详细参考
Service References
服务参考
- Authentication — sign-in methods, events, profiles, identity providers, code templates: references/authentication.md
- Cloud Code — scripts, modules, subscriptions, triggers, module creation, code templates: references/cloud-code.md
- Cloud Save — access classes, data operations, files, queries, code templates: references/cloud-save.md
- Remote Config — definitions, format, Game Overrides, code templates: references/remote-config.md
.rc - Tooling — Access Control () policies, Game Overrides (
.ac), URN reference: references/tooling.md.ugo - Deployment — file types, workflow, programmatic API: references/deployment.md
- Services APIs — four client types, service areas, code templates: references/apis.md
- Authentication — 登录方式、事件、资料、身份提供商、代码模板:references/authentication.md
- Cloud Code — 脚本、模块、订阅、触发器、模块创建、代码模板:references/cloud-code.md
- Cloud Save — 访问类别、数据操作、文件、查询、代码模板:references/cloud-save.md
- Remote Config — 定义、格式、游戏覆盖配置、代码模板:references/remote-config.md
.rc - Tooling — 访问控制()策略、游戏覆盖配置(
.ac)、URN参考:references/tooling.md.ugo - Deployment — 文件类型、工作流、程序化API:references/deployment.md
- Services APIs — 四种客户端类型、服务领域、代码模板:references/apis.md
Feature Blueprints
功能蓝图
- Achievements — full implementation with data models, client code, Cloud Code module, cloud resources: references/achievements.md
- Battle Pass — full implementation with tiered XP, free/premium tracks, Cloud Code module, cloud resources: references/battlepass.md
- Player Account — sign-in flows, identity management, Cloud Save data, code templates: references/player-account.md
- Achievements — 完整实现,包含数据模型、客户端代码、Cloud Code模块、云资源:references/achievements.md
- Battle Pass — 完整实现,包含层级经验值、免费/高级路线、Cloud Code模块、云资源:references/battlepass.md
- Player Account — 登录流程、身份管理、Cloud Save数据、代码模板:references/player-account.md
Reminders
提醒
Before completing, verify:
- Did you use → Authentication sign-in → service calls (in that order)?
UnityServices.InitializeAsync() - Are all sensitive writes (XP, rewards, currency) routed through Cloud Code modules?
- Are all cloud resource files (,
.rc,.ac) present and deployable?.ccmr - Do Cloud Save read access classes match the bucket that was written to?
完成前请验证:
- 是否按照→ Authentication登录 → 服务调用的顺序执行?
UnityServices.InitializeAsync() - 所有敏感写入(经验值、奖励、货币)是否通过Cloud Code模块路由?
- 所有云资源文件(、
.rc、.ac)是否已存在且可部署?.ccmr - Cloud Save读取访问类别是否与写入的存储桶匹配?