Are playerObjects cached on a per-room basis?
The reason I ask, I have currently locked down my app to 1 room per player but in the future it would be good if I could have a player join more than 1 room, but also have effects on BigDB be shared globally.
Let me try to explain:
Player x has 1,000 points
He joins room 1 which has preloadPlayerObjects set to true. room 1 now sees his score as 1,000
He then loses 100 points in room1 and it is dealt with using a PlayerObject.Set() and a PlayerObject.Save()
I can now see that both in room1, and BigDB in the player.io admin panel the `score` field is set to 900.
However, if I were to now set the `score` field from the player.io admin panel to 800, and then run PlayerObject.GetInt() from within room1, the score is still shown at 900.
Do I need to run GetPlayerObject() every time I run GetInt() for it to update changes made in other servers or via the web interface?
Is this resource intensive?
Thanks
S