Continuity
TL;DR
Continuity handles losing network connection gracefully, ensuring your game can continue to function even when Talo is temporarily unavailable and syncing data when a network connection is restored.
Continuity runs automatically in the background as part of our Unity package and Godot plugin.
What is Continuity?
Talo Continuity is a resilience layer to keep your game and data in sync when Talo can't be reached. Continuity ensures that your game can continue to function even when there are network issues or Talo is temporarily unavailable.
Continuity runs in the background as part of our Unity package and Godot plugin and listens out for server errors or network issues (for example players not having an active internet connection).
Failed requests are cached and replayed when network connectivity is re-established. Talo will keep track of when the request was originally made and will ensure timestamps are correctly reflected in your data. This means that your data is always kept accurate and up-to-date.
Learn more in the blog post:
Our motivation behind Continuity
We wanted to add Continuity to Talo for two major reasons. Firstly, it ensures that your game can continue to run as normal when your player is offline. Offline experiences are just as important as online ones (which is also why we added offline saves) and we believe there shouldn't be anything blocking you from delivering great games that work both online and offline.
Secondly, we wanted to improve the developer experience when working with Talo. Data gets kept up to date but more importantly you can spend more time working on your game loop and less time catching and handling unexpected network errors.
Continuity can be configured
Continuity can be configured to suit your game's needs: you can enable or disable Continuity based on what makes sense for your game.
It's also really easy to see Continuity in action. You can simulate network connectivity issues by toggling the Offline Mode and Continuity options in the sample scenes available in our Unity package and Godot plugin.