Indeed I am, and I’m currently in the “breaking it until the corner cases are found” stage, nearly ready to put out a tutorial on it. It will very closely mirror the Json saving system (you can actually use the system, but I recommend some changes to make the data footprint smaller).
Check. Done and done, thanks to a new feature of UGS Authentication, Unity Accounts (not to be confused with our regular Unity accounts). Players will be able to register/login with Google, AppleID, or create a player account with an email address and password. For Google and AppleID, as these are OpenID logins, no further checking is done. With email address/password, a verification email is sent to the user before the account creation completes.
Done. Note that there is a strict 5 Megabyte limit per player, so a very large game with lots of data to save could get problematic (especially if you want multiple saves). In the game I used to write and test this, I only save the Player, since the dungeons are procedurally generated and all that is needed is on the player, so I can have many many save files with different characters.
Not gonna help out there. As it’s set up, since the actual login is handled on Unity’s end and is abstracted away, you won’t have any access to their Emails unless they provide them at some other point. All you get is a authentication token. Let me save you a LOT of grief and expense writing privacy policies. If you collect email addresses, the European Union hates you and has horrible plans for your life. By letting UGS handle these things, they provide their own privacy policy and are responsible for maintaining it.
When the UGS Cloud Saving System is ready for prime time, I’ll put out a tutorial similar to the Json Saving System.