A simple Unity platformer game with AWS DynamoDB logging capabilities
###Tutorial: The logging system consists principally of three scripts: Logger.cs, Dynode.cs, and DDBHTTP.cs. A fourth script is used for the replaying of a logged path, allowing you to re-simulate exactly what the player did in a given run; this “replay” script is called ScanDynamo.cs.
The logging system is relatively straightforward.
- First, Logger.cs should be attached to some object in the level scene (for example, the player). Logger.cs handles all input to be logged (key strokes, x/y positions, etc.), as well as logging frequency (every 0.5 seconds, whenever a key is pressed, etc.). In the Unity Inspector, you’ll need to define a few public variables: your
AWS access key, your
AWS access secret, your DynamoDB table name, your table primary key, and optionally, a short debug string (named
Log). To toggle logging on and off, you can check/uncheck the
- Upon scene start, Logger.cs will create a DontDestroyOnLoad instance of Dynode.cs. This Dynode.cs instance is meant to persist between scene changes in Unity (hence, DontDestroyOnLoad), for the purpose of tracking run count in a given session. Besides the information to be logged (which is handled by Logger.cs), Dynode.cs handles all other attributes of each item that is put into the DynamoDB table; these include
run_id, and the time stamp.
- Dynode.cs then creates a DontDestroyOnLoad instance of DDBHTTP.cs, which is the script that handles the lowest-level http request building. This bulk of this script is courtesy of OuijaPaw Games LLC for free from the Unity Asset Store. DDBHTTP.cs builds behind-the-scenes the http request, which includes headers, the JSON item, and a hashed signature.
Replaying logged runs
I threw together a quick script, ScanDynamo.cs, which allows you to replay runs by providing a valid
run_id from your DynamoDB table. For setup, just attach the script to an object (in my case, I used a UI button so I could press it to replay the run), and have the Scan action called. Make sure you provide the script with the player object, and also your
AWS access key and
AWS access secret.
Depending on how you’ve logged your data, this script may change heavily; in my case, I logged key strokes (I had to use Windows Input Simulator. This is a quick-fix, but it works pretty well on my machine). Ultimately, however, ScanDynamo.cs uses recursive Coroutines determine when to execute the next logged event, and for how long, to re-simulate as closely as possible the player run. Inaccuracy may be due to lag, as each coroutine has its own WaitForSeconds timer.
IMPORTANT NOTE: When you’re replaying a run using ScanDynamo.cs, make sure that the
Loggingpublic boolean on Logger.cs is FALSE. Otherwise, replaying a run will create duplicate data in the DynamoDB table, because it will be logging the replay of the run. This is admittedly a stupid flaw; don’t worry, I’m getting to it.