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Design | Groups | Group Types
Design | Groups | Group Types

Considering implementing Clans or Guilds in your app? Start here

Jason Liang avatar
Written by Jason Liang
Updated over a week ago

Design

Groups are used to associate collections of users together โ€“ useful for representing Organizations in apps, and Clans and Guilds in games.

  • When considering if your game will benefit from groups, Design should consider if it is possible to create Group-based goals and Group-based reward systems to support it.

  • Challenges & rewards for Group-based activities will create social pressure for players in the group to engage with the game longer and more frequently.

  • For example, to actively drive playtime, track the aggregate wins of all players in a group, placing those scores in a monthly or bi-weekly Tournament that pays rewards to top Groups.

  • Players should have the means to Find, Join, and Leave Groups at will.

  • Supporting Clan communication with an in-game Group Chat panel is highly recommended

  • Group sizes for social apps typically range from 25 - 50. In general, a higher Max Size is better.

Implementation

To create a group type, go to the Group page on the dashboard.

Creating a Group Type

  • Click the [New Group Type...] button with the plus icon.

  • Enter a Group Type Name. When creating a group with CreateGroup API call, your app will specify a group name, along with this group type name.

  • Enter the Max Size of users. This number must be between 2 and 50.

  • On Owner Delete - Choose how the Group handles the owning user being deleted.

    • Assign New Owner - An admin currently in the group will randomly be assigned to be the group owner. If there are no admins, a member-level user is selected.

    • Delete Group - If an owner's account is deleted, the group itself is deleted.

    When would I use Assign New Owner vs Delete Group? If your app is a game that offers a guild feature, and the guild owner decides to delete their account. Your game would most likely prefer a new owner to be assigned, rather than the group be deleted. However, if you created a paid app, where the owner was paying for the group as a service, your app may wish the group to be removed when the paying user no longer exists.

  • On Member Leave - Choose how the Group handles the member-owned group entities when the owning user is left.

    • Delete Owned Entities - The member-owned entities will be deleted when this member is left.

    • Keep Owned Entities - The member-owned entities will be kept in the group entities list even if this member is left.

Writing the code

Now that you created group types, you will want your players to join and create groups.

In your client code

  • Add the brainCloud client to your app.

  • Pair the client with the dashboard.

  • Authenticate your user into brainCloud.

  • Request a list of groups for the player to join, and have the player join those groups.

  • Have your player create their group.

  • Review other group-related calls for your app in the API Reference.

private BrainCloudWrapper _bc;
private string _wrapperName = "default";

void Start() {
// Unity
GameObject go = new GameObject();
_bc = go.AddComponent<BrainCloudWrapper>();
_bc.WrapperName = _wrapperName; // optionally set a wrapper-name
_bc.Init(); // extra data, such as: _appId, _secret and _appVersion, is taken from the brainCloud Unity Plugin.
DontDestroyOnLoad(go); // keep the brainCloud game object through scene changes

_bc.AuthenticateAnonymous((response, cbObject) => { LookForGroups(); });
}
List<string> groupList = new List<string>();
// Look for groups that exist in your app
void LookForGroups()
{
var contentJson = BrainCloud.JsonFx.Json.JsonWriter.Serialize(new Dictionary<string, object>
{
{"pagination", new Dictionary<string, object> {
{"rowsPerPage", 50},
{"pageNumber", 1}
}
},
{"searchCriteria", new Dictionary<string, object> {
{"groupType", "clan"}
}
},
{"sortCriteria", new Dictionary<string, object> {
{"createdAt", 1},
{"updatedAt", -1}
}
}
});
_bc.GroupService.ListGroupsPage(contentJson, (response, cbObject) =>
{
var jsonMessage =
(Dictionary<string, object>) BrainCloud.JsonFx.Json.JsonReader.Deserialize(response);
var jsonData = (Dictionary<string, object>) jsonMessage["data"];
var results = (Dictionary<string, object>) jsonData["results"];
var items = (Dictionary<string, object>[]) results["items"];
foreach (var group in items)
{
var groupId = group["groupId"];
groupList.Add((string)groupId);
}
JoinFoundGroups();
});
}

// Have the end-user join those groups
void JoinFoundGroups()
{
foreach (var group in groupList)
{
_bc.GroupService.JoinGroup(group);
}
CreateYourGroup();
}
// Have them create their own group
void CreateYourGroup()
{
var groupName = "Coffee on Monday";
var groupType = "clan";
var isOpenGroup = true; // If using closed groups, implement GetMyGroups to get the request list.
var groupAcl = new GroupACL(GroupACL.Access.None, GroupACL.Access.ReadWrite);

var jsonData = BrainCloud.JsonFx.Json.JsonWriter.Serialize(new Dictionary<string, object>
{
{"description", "Beginner Friendly"}
});

var jsonOwnerAttributes = BrainCloud.JsonFx.Json.JsonWriter.Serialize(new Dictionary<string, object>
{
{"clanType", "PREMIUM"}
});

var jsonGroupAttributes = BrainCloud.JsonFx.Json.JsonWriter.Serialize(new Dictionary<string, object>
{
{"clanPoints", 1500}
});

_bc.GroupService.CreateGroup(
groupName,
groupType,
isOpenGroup,
groupAcl,
jsonData,
jsonOwnerAttributes,
jsonGroupAttributes,
(response, cbObject) => { Debug.Log("Successfully made the group."); });

}
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