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Games: the Moymo SDK

When something does not work ​

Start with the log. The SDK writes every refusal and every connection problem there: Unity's console, Unreal's LogMoymo category, or stderr (in C++, unless you set your own with moymo::Sdk::SetLog).

The emulator prints nothing ​

moymo dev prints a hello line when a game connects. If there is none:

  • Start moymo dev first, then the game. In a terminal in the folder where moymo.exe is.
  • The game must ask for the emulator. Unity does in Play mode. Unreal does in the editor (UMoymoSubsystem::DefaultConnection()). In C++, start with Connection::Emulator.
  • Only one moymo dev at a time. A second one says that another moymo dev already owns the emulator's pipe.
  • The game must call Pump every frame (Unity and Unreal do it for you). Without it, nothing comes back.

Start returns false ​

moymo.dll refused the start, and the log says why. Usually:

  • The generated code is from another moymo.toml. Run moymo push (or Push to the sandbox in Unity) and build again.
  • moymo.dll is missing or old. It must be next to the game's executable (Unity and Unreal put it there). In Unreal the log says moymo.dll was not found or is of another version.

A call returns something other than Ok ​

ResultDo this
NotRunningStart was not called, or it returned false (see above), or Stop was already called.
InvalidA value moymo.toml does not allow, such as 0 for int(1..). The log names the field.
UnknownIdThe generated code is newer or older than the moymo.toml the game started with. Push, then rebuild.
QueueFullThousands of events in one moment. Send fewer: an event per thing that happened, not per frame.

The log says a call was refused ​

The call was right, but Moymo said no:

  • "the player has not allowed presence" (or moments, or achievements): the player refused that module in the consent window. Nothing to fix. The game plays on, and the player can allow it later.
  • "… is not declared": a name or a parameter that the moymo.toml the game started with does not have. Push, then rebuild.
  • "set by the server": the achievement or stat has set_by = "server", so only your server may set it.

Friends do not see the presence line ​

  • Sandbox: only your team and your Testers see the sandbox version's lines. Add your friend as a tester, or go live.
  • Their sharing is off: a player who turned off sharing what they play in Moymo for Windows shows no line at all.
  • The player did not allow presence.

No clip of a moment ​

Moymo for Windows keeps clips only when the player has Clips on, and only of major and epic moments. A minor or notable moment is a marker in the recording, without a clip of its own.

An achievement is not on the profile ​

  • Sandbox: sandbox unlocks are for testing. Profiles show achievements of live games only.
  • The player's activity is private: the profile then shows no achievements to others.

Window > Moymo in Unity ​

  • Sign in with Moymo: your browser opens moymo.net, where you say yes. The window waits until you do.
  • Push fails: the window shows what moymo check found in moymo.toml, and where.

Still stuck ​

Every page has a Suggest a change to this page link at the bottom. Say what you did, what the log says and, if a call to Moymo failed, its traceId: it lets us find exactly what happened.

The wiki is for Moymo's members and developers. Something wrong or missing? Use "Suggest a change" on any page.