SCILL does not store any user data, except a user id. All private user data is stored on your side. However, of course we offer functionality via our REST APIs you can trigger to delete all users data and you can also request a ZIP file with all data stored for a specified user id.
So, the short answer to this is: Yes, absolutely. As a german company, data protection is part of our DNA, and all our data services are designed around data protection.
At its core, SCILL is implemented as cloud based functionality and local SDKs that consume these data services. We offer SDKs for Unity, Unreal and web applications. As long as the consoles have a (steady) internet connection, SCILL works fine.
Although there is support for Nintendo Switch, if your game is targeted for a mobile experience out of homes, chances might be that for at least some users SCILL does not work, as Switch might not always has access to an internet connection.
Most consoles like Xbox, PlayStation and also Nintendo Switch in docked mode are typically connected to the internet.
SCILL is a set of cloud based microservices, distributed in multiple data centers around the world. SCILL backend is built in Go and uses high tech distributed database solutions for scalability and stability. In addition to that, SCILL also runs MQTT brokers - a lightweight realtime messaging solutions for IoT - to provide realtime notifications back into the apps, so that gamers of your game get informed in real time if their leaderboard rank changed or they progressed a challenge.
As a cloud based service, everything is always in sync. You might add a leaderboard of your game to your website and it will update in realtime and completely in sync with what is happening inside the game. This way, you can build great community applications and web triggered events without messing around with cloud services and maintenance.
Yes, our Unity SDK version 2 has built in WebGL support and is based
UnityWebRequest. Version 1.4.1 and earlier did use
RestSharp and that did not work for WebGL. We recommend starting
new projects with the latest SCILL version. If you have implemented 1.4.1 or earlier, we encourage you to upgrade to the
latest version, which typically does not take much time.
If you want to see it in action, you can play our Arcade Racer right now in your browser.
FAQs about SCILL events. More info on SCILL events and a reference of supported and predefined events can be found in our Events Reference.
The current range of functions is just the beginning. We are continuously working on SCILL to add new functionality. In order to create added value based on events for all our customers, we need the data in a predefined structure. If every customer would define themselves how e.g. a “match won” event looks like, it would hardly be possible to offer additional functionality without costly manual mapping or extensive and error-prone AI models. For example, “match won” events can be used for result determination in eSports. We can offer this added value (plug & play eSports tournaments without complex manual administration) to all customers without them adding special events to their games (the event must look like this and that).
In addition, this way all events are already documented. If developers can define their own events, they usually have to be documented somewhere for reference and to add further functionality based on these events. Because we have already defined the events structure, developers can focus on implementing features and not spend time of building documentation (see Events Reference).