{"id":1970,"date":"2015-12-16T00:59:48","date_gmt":"2015-12-16T00:59:47","guid":{"rendered":"https:\/\/www.couchbase.com\/blog\/?p=1970"},"modified":"2023-10-13T09:55:59","modified_gmt":"2023-10-13T16:55:59","slug":"create-unity-games-with-local-database","status":"publish","type":"post","link":"https:\/\/www.couchbase.com\/blog\/create-unity-games-with-local-database\/","title":{"rendered":"Create Games With Unity and a Local Database"},"content":{"rendered":"<p>There have been some amazing games built using the <a href=\"https:\/\/unity3d.com\/\">Unity<\/a> platform. Some may be seen over the Unity <a href=\"https:\/\/madewith.unity.com\/\">App Showcase<\/a> section. <span style=\"font-weight: 400\">Impressive as these creations are, there is <\/span>a core component missing in all games built with Unity: a local database.<\/p>\n<p><span style=\"font-weight: 400\">In Unity, a database hosted locally can<\/span> persist game data <span style=\"font-weight: 400\">and improve playability &#8212; the game doesn\u2019t end or slow when a<\/span> network connection is dropped. A player&#8217;s in-game high score may also be saved and then synced up to a remote database when the network connection is restored.<\/p>\n<p><span style=\"font-weight: 400\">In this blog post, we\u2019ll explore how Unity and the NoSQL database, Couchbase, can work in concert to deliver <\/span><span style=\"font-weight: 400\">outstanding<\/span><span style=\"font-weight: 400\"> experiences for mobile game players<\/span>.<\/p>\n<h3><strong>Couchbase with Unity Games<\/strong><\/h3>\n<p>To start off with Couchbase Mobile for Unity, there is a great <a href=\"https:\/\/github.com\/couchbaselabs\/mini-hacks\/tree\/master\/space-shooter\">tutorial<\/a> that we will reference which takes an existing Unity game and adds a local database. The first part is to bring in the Couchbase Lite frameworks. In the example app, include Couchbase at the top of the GameController.cs file by having:<\/p>\n<pre><code class=\"language-csharp\">\r\nUsing Couchbase.Lite;\r\nUsing Couchbase.Lite.Unity\r\n<\/code><\/pre>\n<h3><strong>Create your Unity game database<\/strong><\/h3>\n<p>For the game that we are building, the player data is stored in a document and we will get the document containing the player&#8217;s high score. To retrieve the database or create the database if it does not exist, we will reference the Couchbase <a href=\"https:\/\/developer.couchbase.com\/documentation\/mobile\/1.1.0\/develop\/references\/couchbase-lite\/couchbase-lite\/manager\/manager\/index.html\">Manager<\/a> class.<\/p>\n<pre><code class=\"language-csharp\">\r\nvar db = Manager.SharedInstance.GetDatabase(\"spaceshooter\");\r\n<\/code><\/pre>\n<h3><strong>Retrieve player document<\/strong><\/h3>\n<p>We will reference the in-game data from the player by having a document named \u2018player_data\u2019. By referencing the database variable, db, when we request for the document, the document will be associated with the \u201cspaceshooter\u201d database. We call the <a href=\"https:\/\/developer.couchbase.com\/documentation\/mobile\/1.1.0\/develop\/references\/couchbase-lite\/couchbase-lite\/database\/database\/index.html\">GetDocument<\/a> method and pass in the document name. If the document does not exist, then the document will be created.<\/p>\n<pre><code class=\"language-csharp\">\r\nvar doc = db.GetDocument (\"player_data\");\r\n<\/code><\/pre>\n<p>Data is described as properties of a document and for us to set the high score of a user within a game, we will modify the properties of the document and save a new revision. To do that we will call the <a href=\"https:\/\/developer.couchbase.com\/documentation\/mobile\/1.1.0\/develop\/references\/couchbase-lite\/couchbase-lite\/document\/document\/index.html\">Update<\/a> method from Couchbase.<\/p>\n<pre><code class=\"language-csharp\">\r\n\r\ndoc.Update(rev =&gt; {     \r\n\tvar props = rev.UserProperties;     \r\n\tprops[\"high_score\"] = newHighScore;     \r\n\trev.SetUserProperties(props);     \r\n\treturn true; \r\n});\r\n\r\n<\/code><\/pre>\n<p>The value add of having a local database for your game is that game properties here can be saved on the device without depending on your network.<\/p>\n<h3><strong>Replicate local data<\/strong><\/h3>\n<p>By creating replication endpoints, we can push local data to the remote server. To do that we will reference the <a href=\"https:\/\/developer.couchbase.com\/documentation\/mobile\/1.1.0\/develop\/references\/couchbase-lite\/couchbase-lite\/database\/database\/index.html\">CreatePushReplication<\/a> method from the Couchbase API and pass in the endpoint URL to sync with. To start the replication we execute \u2018Start()\u2019 on the variable.<\/p>\n<pre><code class=\"language-csharp\">\r\n\r\nvar push = db.CreatePushReplication(SYNC_URL); \r\npush.Start();\r\n\r\n<\/code><\/pre>\n<p>The data is persisted locally and also over at the remote endpoint given if the connection is available.<\/p>\n<h3><strong>Sync remote data<\/strong><\/h3>\n<p>Getting the latest data from a remote endpoint is just as simple as saving it locally and syncing. To create a single pull replication we will first get a database by calling the \u2018GetDatabase\u2019 method and passing in the database name &#8212; \u2018spaceshooter\u2019 in this case. But now instead of updating our remote server with data that is local to our device with a \u2018PushReplication\u2019 we will execute a \u2018PullReplication\u2019 from the remote endpoint<\/p>\n<pre><code class=\"language-csharp\">\r\n\r\nvar db = Manager.SharedInstance.GetDatabase(\"spaceshooter\"); \r\nvar pull = db.CreatePullReplication (SYNC_URL); \r\npull.Start ();\r\n\r\n<\/code><\/pre>\n<p>And like previously, calling Start() method on the variable will begin the replication process of syncing data from the remote endpoint to the device.<\/p>\n<h3><strong>Retrieve player data<\/strong><\/h3>\n<p>To examine what we have in our \u2018spaceshooter\u2019 database we can reference the variable representing database and see if the \u201cplayer_data\u201d document is available:<\/p>\n<pre><code class=\"language-csharp\">\r\n\r\nvar doc = db.GetExistingDocument (\"player_data\"); \r\nif (doc != null &amp;&amp; doc.UserProperties.ContainsKey(\"high_score\")) {     \r\nhighScore = Convert.ToInt32(doc.UserProperties[\"high_score\"]); }\r\n\r\n<\/code><\/pre>\n<p>To retrieve the player high score, we would now populate the highScore variable with the value from the \u2018high_score\u2019 key.<\/p>\n<h3><strong>Conclusion<\/strong><\/h3>\n<p><span style=\"font-weight: 400\">There are a number of great reasons to employ a local database in a Unity game design. With Couchbase Mobile, Unity games can<\/span> run local activities such as saving its local state, and set up sync services to coordinate information consistency amongst app instances.<\/p>\n<p><span style=\"font-weight: 400\">Bottom line: the richer your local game environment &#8212; and the less <\/span><span style=\"font-weight: 400\">network-dependent<\/span><span style=\"font-weight: 400\"> the Unity game experience is for playability &#8212; the more <\/span><span style=\"font-weight: 400\">confident<\/span><span style=\"font-weight: 400\"> you\u2019ll be adding<\/span> functionality and increasingly sophisticated services that can synchronize state across a network of apps.<\/p>\n<p>In the next blog, we will explore <span style=\"font-weight: 400\">additional ways<\/span> <a href=\"https:\/\/www.couchbase.com\/developers\/mobile\/\">Couchbase Mobile<\/a> can enhance game design<span style=\"font-weight: 400\">, development, and play<\/span>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>There have been some amazing games built using the Unity platform. Some may be seen over the Unity App Showcase section. Impressive as these creations are, there is a core component missing in all games built with Unity: a local [&hellip;]<\/p>\n","protected":false},"author":30,"featured_media":13873,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"footnotes":""},"categories":[1810],"tags":[],"ppma_author":[8983],"class_list":["post-1970","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-couchbase-mobile"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v26.0 (Yoast SEO v26.0) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Unity + Local Database to Create Games | Couchbase<\/title>\n<meta name=\"description\" content=\"In this blog post, we\u2019ll explore how Unity and the NoSQL database, Couchbase, can work to deliver outstanding experiences for mobile game players.\" \/>\n<meta name=\"robots\" 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