One of our priorities is providing you with the backend services needed to power bigger and better games. Today we’re proud to announce MessagingService – a way for game servers to communicate with each other in near real-time (< 1 second)!
Some examples of what you can do with this feature:
Cross server trading with notification regardless of what server they are in
Keep a global leaderboard always up-to-date with top scores
Enable players to chat with their friends who are in different servers
We are rolling this feature out initially to beta testers (see this thread on how to become a beta tester) before we open it up to all developers. This feature is now available to all developers.
To get started, visit our API documentation. Let us know what you plan to use this for and any other feedback you have!
Just a heads up to devhub readers - we’re aware of the formatting issue on related API doc pages but it’s going to take a day to update the page. In the meantime, these are the rates (subject to change at any time):
(removed)
Edit: Removed limit information from this post, as it was outdated. Please see the page for MessagingService on the DevHub for up-to-date usage limits, such as the number of messages per game server per minute and the number of subscriptions per game.
The possibilities are pretty insane with this release; this is much more than messages. I’m thinking full game shutdowns from one particular server are possible now, or a sort of live event that takes place in all servers. Well worth the wait