Cloud upload/download - bandwidth usage concern
Posted: Wed May 12, 2021 1:37 pm
Hi everyone!
So far I had been using a custom implementation for saving and uploading/downloading to/fro the cloud. My custom "saved data" .asset file, even for test purposes, had 2 strings and 2 ints. The file size became 6kb just for that little thing. And just to upload to the cloud, it was consuming 3kb download and 6kb upload.
I need to ask, how does the ES3's save filesize would compare/increase in relative to what's inside it? Somethin like that. Because I may need to upload player's data many times to the cloud, being a multiplayer game, I want to minimize the data consumption/usage.
Altho, it shouldnt be a big problem, as most players/areas have wifi facilities now, but for the sake of mobile-data users I guess.
Kind regards, please get back soon.
---------------------------------------------
Also, does ES3's cloud features support having a different row on the sql database? For handling specific data of specific players/clients.
So far I had been using a custom implementation for saving and uploading/downloading to/fro the cloud. My custom "saved data" .asset file, even for test purposes, had 2 strings and 2 ints. The file size became 6kb just for that little thing. And just to upload to the cloud, it was consuming 3kb download and 6kb upload.
I need to ask, how does the ES3's save filesize would compare/increase in relative to what's inside it? Somethin like that. Because I may need to upload player's data many times to the cloud, being a multiplayer game, I want to minimize the data consumption/usage.
Altho, it shouldnt be a big problem, as most players/areas have wifi facilities now, but for the sake of mobile-data users I guess.
Kind regards, please get back soon.
---------------------------------------------
Also, does ES3's cloud features support having a different row on the sql database? For handling specific data of specific players/clients.