Latest news and updates from the PlayFab developers

  • TypeScript: A PlayFab Customer Perspective

    February 24, 2017 by Joshua Strunk @ Flying Car Games

    CloudScript is a great option for developers using PlayFab to create secure interactions on a player’s progression data, items, and more. CloudScript’s ease of setup and authoritative control does not come without its caveats. The CloudScript execution environment runs only pure JavaScript. JavaScript is a powerful programming language, but it can be daunting to learn for a developer new to dynamically typed scripting languages. Its complete lack of type safety can be a frequent source of headaches, along with its unusual prototype based inheritance system. Fortunately, JavaScript’s status as a web standard has resulted in a plethora of transpilers which target JavaScript.

    For this guide, we will be leveraging the TypeScript transpiler to help reduce type related runtime errors and to allow the writing of more familiar inheritance-based object oriented code, when authoring code for CloudScript.

    Read more »

  • Using Google Sign-in with PlayFab

    February 1, 2017 by Marco Williams

    First, I would like to start off by saying that Google Sign-In has changed quite a bit in the last year or so and we have been tracking the changes pretty closely. The recent changes to Google Play Games and deeper integrations with Firebase have introduced some challenges with the Google Sign-In process with PlayFab and I am totally stoked to announce that we have a great solution as we move forward with the new Google Play Games and Firebase FCM era.

    Read more »

  • New TypeScript SDKs

    January 30, 2017 by Paul Gilmore

    We have created TypeScript typings for our JavaScript and Node SDKs. We’ve also created a new repository to store TypeScript typings for our CloudScript environment.

    Read more »

  • User Roles on Developer Accounts

    January 9, 2017 by Marco Williams

    PlayFab User Roles

    PlayFab now supports roles as a more efficient way to manage user permissions within the Game Manager. We’re happy to have finally added this feature, since it’s been one of the most frequently requested features up till now.

    Read more »

  • New SDK Getting Started Guides

    January 6, 2017 by Paul Gilmore

    We have published new getting started guides for most of our SDKs. These guides are each SDK specific, and have detailed instructions on how to install any environment, hook up the cooresponding PlayFab SDK, and make your first Login API call.

    Read more »

  • Windows Sdk Update Released

    December 13, 2016 by Paul Gilmore

    As we discussed in our recent blog, we are releasing a major update to our Windows SDK. This update is complete. You can get the latest version by installing the NuGet package, via Visual Studio.

    Read more »

  • Introducing Bulk Actions and Scheduled Tasks

    November 28, 2016 by James Gwertzman

    Today we’re excited to be announcing the most powerful and versatile pair of LiveOps features we’ve created yet – Bulk Actions and Scheduled Tasks.

    Read more »

  • Introducing API Permission Policies

    November 21, 2016 by Zach Stone

    We are pleased to announce PlayFab API permission policies. These allow you to enforce fine grained control over which API calls are forbidden and which are allowed. This is a powerful tool to help you prevent hacking and cheating for your game by disabling or restricting APIs which are unneeded.

    Read more »

  • Windows SDK Update Blog

    November 21, 2016 by Paul Gilmore

    There are a few known issues with our WindowsSDK.

    We are building a replacement, which will try to address many of these issues. See our Github page for a sneak preview of this replacement.

    Read more »

  • C# SDK Updated

    November 7, 2016 by Paul Gilmore

    We have introduced a wide range of upgrades to the C# SDK:

    Read more »


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