Timeline for Find nearby users by real world location in Unity
Current License: CC BY-SA 4.0
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Mar 13, 2020 at 15:29 | vote | accept | mkster | ||
Mar 12, 2020 at 13:53 | comment | added | Ruadhan2300 | @DMGregory 100% on that third point. With the system I built, we didn't use location, so the only data being passed around with the requests was the userIDs which are anonymous data. This is another benefit of keeping the data server-side and providing only the bare minimum information to the client-end about another client. really the only information aside from the traded items should be an anonymous user-ID and their public username. Not even their location data needs to be passed along, it's enough that the server knows they're nearby. | |
Mar 12, 2020 at 13:39 | comment | added | DMGregory♦ | Things to watch for with this: 1) You'll want to use a spatial partition to narrow your search of nearby users, so you don't have to check every active user. 2) Beware that 1° of longitude is a different distance near the equator than it is closer to the poles — if you use latitude & longitude, compensate your search ranges/bucketing accordingly. 3) Storing users' ID together with their location may be subject to privacy legislation — be sure to consult relevant legal guidelines to ensure your implementation is compliant, and don't save/persist anything you don't absolutely have to. | |
Mar 12, 2020 at 12:25 | history | answered | Ruadhan2300 | CC BY-SA 4.0 |