Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by M_Shazaib · Dec 24, 2018 at 02:34 PM · gameobjectaugmented-realitysqlsqldatabasegeneral

I already made a ar app which deploys flag, i want to upgrade it to make the flag stay there at the exact geo location

I have already made and published an AR APP which allows the user to spawn a flag in the real world but, I want to upgrade the app in such a way that when I deploy the flag it stays there at the exact geolocation and when another user opens my app and camera he can also see the flag placed there, I want to know how to save SQL and upload it and everything required to do so.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Tobychappell · Dec 24, 2018 at 06:54 PM

Might be worth looking at building an WebAPI to serve requests for the flag positions that are stored in a database.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image M_Shazaib · Dec 24, 2018 at 08:37 PM 0
Share

I am looking for a method with a $$anonymous$$imum headache can u elaborate a bit bout webapi ?

avatar image Tobychappell M_Shazaib · Dec 30, 2018 at 11:17 AM 0
Share

In its most simplest terms a webapi is like a website but returns data (like JSON or X$$anonymous$$L) ins$$anonymous$$d of a website/webpage. WebAPI will help with security, performance, scalability, portability and able to support different platforms. You definitely do not want to ship a game with a connection string to a database, say goodbye to all your data if you haven't set privileges up correctly or very poor performance from the database server as it'll be needlessly serving a high load (and thats before you get malicious attacks trying to max out the connection limit and take the server "offline" )

Using HTTP/HTTPS the webapi is platform independent so you could make a website version of the game and not have to make/modify a new database system/connection so people could access other content of the game, although they wouldn't be able to move geographically and plant flags which comes across to be the main point of the game.

The WebAPI can be just 1 machine or loads spread over the globe that all can be accessed via 1 URL. $$anonymous$$aybe different URLs for different zones like US and EU as they would get peak loads at different times.

In this scenario the WebAPI's purpose is to sit inbetween the database and the world wide Web. The game would make a request to the webAPI and the WebAPI would seek for the data in the database (if it isn't locally saved/cached on the machine of the WebAPI. This way you can increase security and performance by controlling exactly what queries are being sent to the database and only allowing the client to see what is relevant to the request and what they're allowed via Authentication. To increase performance you could store the data retrieved temporarily if its small enough and practical in memory for future requests. and update the database periodically and download fresh data from the database periodically.

Then comes scalability and portability, which is another reason to not have a connection string in the game, as the connection string would either have an IPAddress or a hostname to a single server. so you're then limited to having 1 server for all your users across the globe. ($$anonymous$$ore advanced users than myself may know something i dont regarding how to get round this point). Should you want to move the server to a different IP or host the game would need to be updated. To increase performance too you can have multiple DB servers allocated to the same database to speed up query time if you're in the millions of rows of data and want very quick response times. I dont know alot about partitioning a database across multiple server just know its a thing. You could have regional DB servers and a master server where like the WebAPI updates and downloads new data, the regional servers would update and download data feom a master server.

avatar image Tobychappell Tobychappell · Dec 30, 2018 at 11:22 AM 0
Share

It doesn't have to be a WebAPI, this is one way i know how and Im sure there are more advanced users here that'll point somthing out that might not be 100% correct but i thi k its roughly correct and it is worth the headache to have somthing like this if you're going large scale. And all this can be developed and tested locally at home, may need another PC and DDNS if youd want to test it in real world.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

148 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can i access a database in the web from unity iphone? 1 Answer

Unity 3d Connectivity to MS Sql Server 1 Answer

GameObjects not illuminated AR 0 Answers

Unity SQL Database 0 Answers

C# WebGL I can't connect the database 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges