Hello Ajay;
I’m looking forward to working with the new GPGS plugin. I’m excited about all of the new things it can do. At the moment, I am having to update a number of apps to work with the Professional Bundle (hence, forced removal of older Game Services plugin) and all of these games have very robust, very reliable implementations of Google Play reporting high scores, tracking achievements, etcetera.
All of this leads to my question regarding “backward-compatibility”. In the writeup about the new GPGS plugin (and in your comments), “backward-compatible” is stressed. To me, that would mean that older code and calls are supported and would not need to be rewritten. As an example, these are typical calls to the old plugin:
[lua]
gameNetwork.request(“loadLocalPlayer”, {listener=mygpgslistener})
gameNetwork.request(“setHighScore”, {localPlayerScore = {category = “example”, value=100}, listener=mygpgslistener})
gameNetwork.request(“unlockAchievement”, { achievement = { identifier = “example” }, listener=mygpgslistener})
[/lua]
In looking through the documentation, I do see certain parallel call for most of the previous ones but no parallel call for "loadLocalPlayer” (and maybe some others). Could you comment and clarify on this?
And when there is a parallel call (essentially the same call from old plugin to new), can we expect the returned data (tables) to contain essentially the same data with the same variable names and same data structure? Or is this going to have to be tested carefully with each and every instance of a call?
Thanks. I will greatly appreciate clarification.
Steve
