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zac-playfab edited this page Jun 13, 2016 · 31 revisions

##Introducing Unicorn Battle This repository is the home of Unicorn Battle (UB), PlayFab's open-source, end-to-end demo project. UB is a complete game sporting dynamic gameplay, driven by PlayFab's back-end technology, showcasing how to build modern live-game systems.

Full documentation can be found in this repo's wiki.

##Key Features

  • Unified Player Profile - Accounts uses Device ID &/or Facebook Authentication
  • Cloud Saving - Store data on up to 10 characters per account
  • Inventory Management - Transfer items and currency between the player and its characters
  • Dynamic Gameplay - Drive client behaviors using TitleData
  • Virtual Items, Currencies, and Stores - Configured via PlayFab's Game Manager
  • Friend Lists - Import facebook friends or add your own
  • Statistics Tracking - Used to drive Achievements and real-time leaderboards
  • Push Notifications - for re-engagement campaigns and special offers
  • Real-money, In-app Purchases - with Android or iOS receipt validation
  • CDN-hosted AssetBundles - Dynamically stream content to clients for new sales and events
  • Cloud-hosted Logic - Cloud Script methods that call a variety of protected APIs
  • Community Forums - with API access to your game; built by our partners over at Innervate

##Configuration and Setup ###Prerequisites: This is an advanced example and can be quite dense at times due to the many sub-systems.

  • You should be very familiar with Unity3d & UUI
  • Have a basic understanding of the PlayFab Unity SDK and API
  • Be comfortable working with JSON-to-C# serialization & deserialization

####Back-end Setup: The Unicorn Battle data is distributed across many cloud-based technologies.

We built this handy tool to clone the Unicorn Battle back-end to a PlayFab title of your choosing. Simply update the TitleSettings.json file with your TitleId and corresponding developer secret key. Then run the executable. A log(PreviousUploadLog.txt) of the results will be generated within the exe's working directory. If no errors were reported, then you are ready to move on to the client setup.

See the Back-end guide for additional details.

####Client Setup: The Unicorn Battle Client was built with iOS and Android targets using Unity3d 5.3.4f. Testing within the Unity editor, on web or desktop works, but not all features are available. This game was designed to be viewed in 16:9 aspect ratio, but most common ratios should display reasonably well.

Prior to running Unicorn Battle you will need to set your TitleId in GlobalStrings.cs. This is the same value you used when setting up the back-end.

At this point you should be at a point where you can build and test the game locally.

See the Client Guide for additional details.

##Additional Documentation

##Troubleshooting: For a complete list of available APIs, check out the online documentation.

Our Developer Success Team can assist with answering any questions as well as process any feedback you have about PlayFab services. Community, Forums, Support and Knowledge Base

##Copyright and Licensing Information:

Apache License -- Version 2.0, January 2004 http://www.apache.org/licenses/

License Details available in LICENSE.txt

###Third-Party Code Copyright / Attribution: If you liked any of the art used in Unicorn Battle, support it's creators:

Want to continue developing on Unicorn Battle? -- Fork Unicorn Battle

We love to hear from our developer community!

##Version History: See GitHub Releases for the latest stable build and patch notes.

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