To maintain security, each Open Cloud API has corresponding required permissions that you must add to your API key, such as the List Keys permission for the listing API. The Lua API serializes and deserializes entry content automatically, but for Open Cloud you need to generate or parse your entry data with JSON on your own.ĭata stores usually store sensitive information, such as user profiles and virtual currency. Serialization means to convert an object into that string, and deserialization is its inverse operation (convert a string to an object). Players.Data serialization: All Open Cloud endpoints require you to serialize all data before network transportation. Warn("Data could not save for ".player.Name) Sessiondata.Rebirths = Rebirths.Valueĭatabase:SetAsync(player.UserId, sessiondata) Player:Kick("Unable to load data, Try again")Ĭlicks.Value = sessiondata.Clicks Warn("Unable to get data for ".player.UserId) Local Rebirths = Instance.new("NumberValue") Local Clicks = Instance.new("NumberValue") Local leaderstats = Instance.new("Folder") Local database = DataStoreService:GetDataStore("data") Local DataStoreService = game:GetService("DataStoreService") ![]() local RunService = game:GetService("RunService") I haven’t tested if it works in game, but in studio it doesn’t work, so i’m just wondering what could be wrong with it if theres no errors. ![]() So I’m trying to make a datastore for my clicker game, and it won’t work, I don’t really know why, there’s no errors or anything, it just doesn’t save.
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