An error occurred while saving the commentDaniel Fearon commented
I agree, though if mandatory I think there should also be a way for the user to manage the cloud system (assuming there isn’t already one I’m not aware of). For example, if a saved game is corrupted, you’d want to be able to delete the save and not have the corrupt version redownloaded automatically, and if you have two Quests for whatever reason, you may not want them overwriting each others’ saves.
(Plus if an app like Tiltbrush allowed you to create saved files necessarily larger than the maximum allowed for the cloud saves system, that should of course be excepted. This is also assuming the existing tools make cloud saves easy to implement on Unity, Unreal and the native SDK.)Daniel Fearon supported this idea ·