Release Notes #

See the updates and improvements in the latest releases of Hiro.

v1.20.0 #

Released: October 28, 2024

Added #

  • New Auctions lifecycle function hooks for “OnClaimBid”, “OnClaimCreated”, and “OnClaimCreatedFailed”.
  • New “Publisher” interface which can be registered to provide analytics to a separate service.
  • Economy store items can be marked as “unavailable” which makes them visible to the player but not purchaseable.

Changed #

  • Return more detailed error messages with malformed inputs in “StoragePersonalizer” upload RPC.
  • Cohort selection can force a new cohort and specific tier on fallback in Event Leaderboards.
  • “SatoriPersonalizer” type now also implements the “Publisher” type.
  • (Unity) Update “ExampleCoordinator” type to use refresh signal in Satori client.
  • Use any registered personalizers to apply definition changes in Leaderboards gameplay system.
  • Dynamically create Leaderboards if a personalizer has added ones not previously seen at server startup.
  • (Unity) Use “UnityPurchasingSystem” observer to fetch additional products on previously unseen store item SKUs.
  • Update to Achievement progress now act the same way as other gameplay systems by returning the latest state in the Ack returned.

Fixed #

  • Improve how malformed input is handled in the “StoragePersonalizer” type with upload RPC.
  • (Unreal) Fix generated code on some non-map custom types in Hiro protocol.
  • Update Auctions definition JSON example to use correct format.
  • Trim older rewards which have already been claimed in a Streak.
  • Fix registration of Tutorials reset RPC function.

v1.19.0 #

Released: October 6, 2024

Added #

  • New Streaks gameplay system to allow players to accumulate rewards with win streaks.
  • A tutorial can now be reset so its steps can be played again.
  • (Unity) Subscribe to chat history and other updates in a Team with a “Nakama.ISocket”.

Changed #

  • A custom cohort created with Event Leaderboards can be forced to build a new cohort rather than fallback on the builtin matchmaker behaviour.
  • Inventory grant items now returns items which were not granted but generated as part of the reward roll for the player.
  • Teams can now be searched over by their language tag field.
  • Migrate to Buf tool for Protobuf Go code generation.

Fixed #

  • Fix errors in JSON schema for Auctions feature.
  • Economy virtual store soft currency purchases did not generate “purchaseCompleted” events.
  • (Unity) Use a hash implementation with chat messages which can be compared for ordering.
  • (Unity) Update internal state when a join request which is accepted in Teams system.

v1.18.0 #

Released: September 16, 2024

Added #

  • New Auctions gameplay system to allow players to offer and bid on Inventory items.

Changed #

  • The contents of the Energies sync sub-message had some fields renamed for clarity.
  • Inventory and Economy can now optionally grant over the max count defined against an Item.
  • Additional checks are used to perform Economy initialize user in case raw SQL has been used on account creation.
  • Godot support is now packaged within Hiro releases.

Fixed #

  • Active modifiers are correctly returned in Economy refresh and ACKs.
  • (Unity) Team chat messages now use an appropriate IComparer for sorted order.

v1.17.0 #

Released: August 5, 2024

Added #

  • New “UnlockAdvance” function to advance the unlock of an active Unlockable.
  • Add OpenAPI v3 spec which can be used by API clients like Bruno, Insomnia, etc.
  • (Unity) Google Play Games and Apple Sign-in are included as new integrations.
  • Inventory items can be filtered by category.
  • Inventory items can be restricted when granted with category and item set limits.
  • Energy can now be granted to the player directly as well as part of a reward.

Changed #

  • Expose the cohort ID which the user has been assigned to within the active phase of the Event Leaderboard.
  • Economy can now be configured to accept fake receipts and process grants for development.
  • Allow Achievements to have a max count of 0 (zero) and be claimable only after preconditions are completed.

Fixed #

  • Progression counts on top level entities were not set in some API responses.
  • Handle “null” description and avatar URL with Teams search gracefully.
  • Purchased unlocks should also contribute towards the next queued unlockable start.
  • Use substitute transaction ID for Discord test purchases.

v1.16.0 #

Released: July 7, 2024

Added #

  • Virtual store now supports Discord In-App Purchases.
  • Event Leaderboard debug functions can now use “targetCount”, “subscoreMin”, and “subscoreMax” as optional parameters.

Changed #

  • Inventory system will keep zero count items in the player’s storage if “keep_zero” is enabled.
  • Use named return arguments in Go interfaces for improved readability.
  • Any active reward modifiers are returned in “EconomyUpdateAck” responses.
  • Unlockables which have completed but are not yet claimed do not count towards the active (in-use) slots.
  • Fake users in Event Leaderboards are given zero scores rather than have no score set.
  • (Unity) Update “ExampleCoordinator” for improved offline mode example.
  • Stats system now observes “resolveCollection” for gameplay system’s state.

Fixed #

  • (Unity) Confirm pending purchase even if non-consumable products exist on an Apple ID but are not known to the Virtual Store.
  • (Unity) Fix queued unlocks which are not updated in the gameplay system’s state.
  • Fix “RewardGrant” error when energy system is not in use.
  • (Unity) Remove various usages of “System.Linq” from codebase.
  • Fix error on publish of Satori events about store items with no rewards.
  • Fix energy “Spend” did not return aggregate rewards in response.

Upgrade Notes #

When working with Offline Mode in Unity projects, to ensure the NetworkMonitor never checks for online connectivity, update your code as follows:

Instead of using:

1
var monitor = new NetworkMonitor(new ForceNetworkProbe(true), ...);

Simply avoid passing any probes into the NetworkMonitor to completely disable network connectivity checks:

1
var monitor = new NetworkMonitor();

v1.15.0 #

Released: June 22, 2024

Added #

  • 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.

v1.14.0 #

Released: June 9, 2024

Changed #

  • Update to Nakama 3.22.0 version on the nakama-common 1.32.0 release.
  • Update dependency which include Protobuf 1.34.1 release.
  • Leaderboard record metadata can be passed into score writes with Event Leaderboards.
  • (Unity) Fix request object sent with “DebugRandomScores” function in Event Leaderboards.
  • (Unity) Handle edge case where incorrectly defined Rewards within a hard currency purchase could leave the purchase in pending state.
  • (Unity) Rename “DebugRandomScores” to “DebugRandomScoresAsync” to follow C# naming conventions.

Fixed #

  • Prevent a panic when consuming an Inventory Item but the Energy system has not been initialized.
  • Fix non-stackable Inventory Item grants which could go beyond the max count defined.
  • Use “reward” key name in Achievements JSON schema definition.

v1.13.0 #

Released: June 2, 2024

Added #

  • A Nakama Console import file to make it easy to set up storage objects for the “StoragePersonalizer” type.
  • Add debug functions to help with QA on Event Leaderboards.
  • Add “UnregisterDebugRpc” to clear the implementation of all debug functions across gameplay systems.

Changed #

  • (Unity) When the “NakamaSystem” is refreshed, reauthenticate if needed. This is useful when a logout has been performed or auto refresh in the “Nakama.Client” has been disabled.
  • (Unity) The Nakama and Satori client dependencies are updated to their 3.12.0 releases.
  • Refactor the “SatoriPersonalizer” for more modularity.
  • An Event Leaderboard now contains “CurrentTimeSec” (UNIX time) same as an Achievement type.

Fixed #

  • In some reward types ensure we create multiple Inventory items when “non-stackable” is enabled.
  • Don’t return stale wallet values in sync RPC responses.

v1.12.0 #

Released: May 26, 2024

Added #

  • Support custom matchmaker properties with Event Leaderboards.
  • Inventory items and Economy store items can be disabled.
  • (Unity) Add “GetWallet” by enum as an extension to the “IApiAccount” type.
  • (Unity) Add “GetPublicStats” by enum as an extension to the “IApiUser” type.
  • (Unity) Add “GetPrivateStats” by enum as an extension to the “IApiUser” type.

Changed #

  • (Unity) “GetRecordsAsync” in “LeaderboardsSystem” can now return more than 100 records.
  • (Unity) “GetItemCodexAsync” in “InventorySystem” can now take category as an optional input.

Fixed #

  • Fix JSON schema “tier_change” validation rule in Event Leaderboards.

v1.11.0 #

Released: May 19, 2024

Added #

  • Add “UnregisterRpc” to clear the implementation of one or more of the RPCs registered by gameplay systems in Hiro.
  • Add helper function to convert “AvailableRewardsContents” type to an “EconomyConfigRewardContents” type.
  • The “SatoriPersonalizer” can now cache data definitions within the lifecycle of a request if enabled.

Changed #

  • The “ForceNetworkProbe” can now be switched between true/false at runtime.
  • The collection name used to store data per player can be (optionally) set.
  • Explicitly include “unordered_map” in CPP generated output for Windows platform.
  • Run Economy initialize user before any custom after authentication hook.

Fixed #

  • Fix how currencies are decoded when values are larger than “int32.MaxSize”.
  • Fix incorrect WARN message at startup with some Economy reward data definition validations.
  • Add “type” field to JSON schemas for Incentives, Progressions, and Stats.
  • Add “max_count” field to JSON schema in Economy.

v1.10.0 #

Released: April 12, 2024

Added #

  • (Unity) Add function to write score to regional leaderboards.

Changed #

  • Use “omitempty” in marshaler settings with data definition structs.
  • Improve error response codes in inventory and economy operations.
  • “max_repeat_rolls” is now returned in the “AvailableRewards” type.
  • Update to nakama-common v1.31.0 to be compatible with newer Nakama releases.
  • Inventory “GrantItems” now returns the modified inventory and also the specific item instances which were granted.
  • Use unsigned integers with the reward range type.
  • Inventory items granted as part of a reward can now have their instance properties rolled at the same time.
  • (Unity) Expose client and session types in the SatoriSystem type.
  • (Unity) Update to latest Nakama and Satori SDK dependencies.

Fixed #

  • Fixed unrecognized Inventory system type in storage personalizer.
  • Restore behaviour where inventory items inherit their properties from the definition and those property keys are not stored in storage.
  • (Unity) Fixed batch update function with player stats.
  • Satori integration to publish analytics events correctly reads configuration parameters.
  • (Unity) Detect UnityPurchasing ‘fake’ store and warn prices will have mock values.

v1.9.0 #

Released: February 4, 2024

Added #

  • New option “max_repeat_rolls” to set how many duplicate rows of rolled rewards can occur.
  • The “StoragePersonalizer” can now update data definitions with a S2S RPC function.
  • Progressions can now be programmatically reset.

Changed #

  • The “SatoriPersonalizer” can optionally send analytics events for each gameplay system.

Fixed #

  • (Unity) Fix visibility modifier with “StatUpdate” class.
  • Set energy modifiers into server response with Energies spend function.
  • Fix item properties not set when items are granted as part of user initialization.
  • Fix unlockable slots populated in the wrong order when overflow slots are enabled.

v1.8.1 #

Released: January 20, 2024

Added #

  • New “UnmarshalWallet” function to get a Hiro wallet from a Nakama “*api.Account” type.

Changed #

  • Use clearer error messages in Personalizer middleware.
  • Apply Satori identity authorization before Economy initialize user is processed.

Fixed #

  • Use stable order when inter-dependent achievement progress updates are counted.
  • Don’t throw an error on reward grants if Energies system is uninitialized.

v1.8.0 #

Released: December 27, 2023

Added #

  • Add switches for core and authenticate events to be sent by the “SatoriPersonalizer”.
  • Add “instance_id” field to response in Inventory Item type.
  • Allow the “Personalizer” type to be added as a chain of transforms to each gameplay’s data definition.
  • Achievement updates can now be sent as a batch to change different counts on multiple achievements at the same time.
  • Progressions can now define a reset schedule similar to Achievements.
  • New “StoragePersonalizer” type which can use Nakama’s storage engine to manage gameplay data definitions.
  • Progression “Reset” can be used to manually reset progress on a progression node (i.e. to reset a quest).
  • (Unity) VContainer DI example is now packaged with the Unity package.
  • (Unity) Add “IsClaimed” computed field to Achievement type.
  • (Unity) Wrap “Satori.IClient” methods in “SatoriSystem” type for simpler code.
  • Stats can update multiple different stats in a single request.
  • (Unity) Progression IDs can optionally be sent to receive deltas for a portion of the progression graph.

Changed #

  • Update nakama-common to v1.30.1 release.
  • (Unreal) Update “HiroClient” with newest features.
  • (TypeScript) Update “HiroClient” with newest features.
  • Return instanced item rewards in response type when consumed.
  • The “refill” and “refill_sec” fields are always populated in an Energy type (even if at max value).
  • The builtin “SatoriPersonalizer” now (optionally) uses Satori Live Events to configure Event Leaderboards.
  • Economy “Grant” now takes an optional wallet metadata input to record a reason in the Nakama ledger.
  • A user who has not submitted any score to an Event Leaderboard is not eligible for rewards or promotions.
  • Use Nakama’s builtin Facebook Instant purchase validation function in the Economy system.
  • If Satori is configured and enabled always authenticate server-side (rather than just new players).

Fixed #

  • Some outdated or missing definitions and schemas have been updated.
  • Don’t throw an error when the sender claim has no reward defined.
  • (Unity) Add the Preserve attribute to some types at the class level to avoid code stripping issues in Unity IL2CPP.
  • (Unity) Notify observers should not be called twice in the Progression system.
  • Energies granted in rewards should be returned immediately rather than the previous stale value.
  • (Unity) Don’t throw an error if Achievement category is unset or empty.
  • (Unity) Use platform specific preprocessor statements with Unity Mobile Notifications system.
  • Fix variable shadow error with how data definition of sub-achievements are populated in responses.
  • Economy weighted table rewards should escape early if a valid reward row has already been granted.

v1.7.0 #

Released: October 24, 2023

Added #

  • New error type “ErrItemsNotConsumable” for Inventory items which are not consumable.

Changed #

  • Energies “Grant” now returns a player’s updated energies.
  • “Get” will return an empty state for an Event Leaderboard when a player has never had a previous cohort.
  • Add “locked” field to the storage engine index used with Event Leaderboard cohort generation.
  • (Unity) Improve “InventorySystem” to use observer pattern.

Fixed #

  • (Unity) Use “PurchaseFailureDescription.reason” with Unity IAP package for error messages.
  • Sender claim uses the newer internal operation in Incentives system.
  • Do not shadow parent Reward when it is created to be granted in Achievements system.
  • (Unity) Use an async pattern in “IStoreListener.ProcessPurchase” with Unity IAP package.

v1.6.0 #

Released: October 15, 2023

Added #

  • Add fields for ‘is_active’, ‘can_claim’, and ‘can_roll’ for simpler client code with Event Leaderboards.
  • Add ‘IncentivesSystem’ in C#.
  • New ‘MaxOverflow’ field to the data definition for Energies.

Changed #

  • Allow both ‘IEconomyListStoreItem’ and ‘IEconomyLocalizedStoreItem’ to be used in purchase flows in C#.

Fixed #

  • Use Inventory after the Progression purchase has been applied to calculate the latest Progression deltas.
  • Energy counts granted as an Economy Reward are kept as overflow.
  • Fix panic in progression precondition comparison.
  • Batch economy changes which resolve to items removed are now marked correctly.
  • Serialize the input for Inventory update items request correctly to JSON in C#.
  • Fix to progression deltas computations.

v1.5.0 #

Released: October 4, 2023

Added #

  • Add server interface for the Incentives gameplay system.
  • Cohort selection in Event Leaderboards can now be overridden with a custom function.

Changed #

  • “Get” in the Progression gameplay system now returns a delta of Progression Nodes who’s state has changed if a previous graph is passed to it.

v1.4.0 #

Released: September 14, 2023

Added #

  • New function to “Roll” a new cohort with an Event Leaderboard in an active phase.
  • Each Progression Node can now contain multiple counts for local progress to be expressed.

Fixed #

  • Update Event Leaderboard cohort search for Nakama 3.17.1 release.

v1.3.0 #

Released: September 7, 2023

Added #

  • New gameplay system called Progression to express Saga Maps, RPG Quests, and other game mechanics.
  • Event Leaderboards can now express promotion and demotion zones with percentages.

Changed #

  • An Event Leaderboard which is active but no cohort has been assigned now returns a precondition failed on claim.

v1.2.0 #

Released: August 29, 2023

Added #

  • Add server interface for Stats gameplay system.

Changed #

  • Pin dependencies to compatible versions of Nakama common at v1.28.1.
  • Return all Reward Tiers when an Event Leaderboard is fetched for the current user.

Fixed #

  • Fix weighted reward error when definition is empty (instead of nil).

v1.1.0 #

Released: August 23, 2023

Added #

  • Add server interface for Event Leaderboards gameplay system.

v1.0.4 #

Released: August 22, 2023

Changed #

  • Add ChannelMessageAck message to proto definition.

Fixed #

  • Expose server functions for reward and roll in Hiro.

v1.0.3 #

Released: August 10, 2023

Added #

  • Add enum value options to proto definition as code generation hints for Unreal Engine.

Changed #

  • Update to Nakama 3.17.0 release.

v1.0.2 #

Released: July 11, 2023

Changed #

  • Find the binary lookup path relative to Nakama modules dir.

v1.0.1 #

Released: July 11, 2023

Changed #

  • Pin dependencies to compatible versions of Nakama common at v1.27.0 release.

v1.0.0 #

Released: July 10, 2023

Added #

  • Initial public commit.