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Unlockables can now be queued to unlock when stored within slots.
New "max_queued_unlocks" param to restrict how many Unlockables can be queued to unlock.
Add "metadata" field to Event Leaderboard score updates.
Changed
The "OnReward" hooks now include the ID of the gameplay system entity which is the source of the reward.
"PlacementStart" can take additional metadata as the context of what started the rewarded video placement.
(Unity) (TypeScript) (CPP) (Unreal) Add functions for new queued Unlockables.
Do not return an error when Inventory grant operations result in no change.
(Unity) Switch over all enumerable data types to use "IReadOnlyCollection" to expose the "Count" field.
A small Unlockable gameplay system design changed so an Unlockable can be started even if another Unlockable which was active is completed but not claimed yet.
Fixed
Any active Reward Modifiers are returned in various gameplay system ACK responses.
The Unlockables state now retains "null" in the list to indicate their position in the available slots.