Jacob Stove Lorentzen 0657af8f | 3 年前 | |
---|---|---|
.. | ||
Documentation~ | 3 年前 | |
Runtime | 3 年前 | |
CHANGELOG.md | 3 年前 | |
CHANGELOG.md.meta | 3 年前 | |
CONTRIBUTING.md | 4 年前 | |
CONTRIBUTING.md.meta | 3 年前 | |
LICENSE.md | 3 年前 | |
LICENSE.md.meta | 3 年前 | |
README.md | 3 年前 | |
README.md.meta | 3 年前 | |
Runtime.meta | 3 年前 | |
Third Party Notices.md | 3 年前 | |
Third Party Notices.md.meta | 3 年前 | |
package.json | 3 年前 | |
package.json.meta | 3 年前 |
README.md
Relay SDK
The Relay SDK provides methods to Create Allocations, Create Join Codes and Use Join Codes to join a host.
Relay SDK depends on the Operate Core SDK.
To use the SDK the player has to be authenticated, using the Authentication SDK:
Using the Relay SDK
Import packages
using Unity.Services.Authentication;
using Unity.Services.Core;
using Unity.Services.Relay;
using Unity.Services.Relay.Allocations;
using Unity.Services.Relay.Http;
using Unity.Services.Relay.Models;
Player authentication
Each player must be authenticated. The simplest way to authenticate players is through anonymous authentication using the Authentication SDK. However, other methods are also supported.
try
{
await UnityServices.Initialize();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
var playerID = Authentication.PlayerId;
}
catch (Exception e)
{
Debug.Log(e);
}
Setup the host
Typically, the player who is hosting the game creates a Relay server allocation. Allocations reserve capacity on a Relay server and provide a way to address data packets.
try
{
var maxNumberOfPlayer = 10;
Response<AllocateResponseBody> response = await RelayService.AllocationsApiClient.CreateAllocationAsync(new CreateAllocationRequest(new AllocationRequest(maxNumberOfPlayer)));
var allocation = allocationTask.Result.Result.Data.Allocation;
Debug.Log(allocation.AllocationId);
}
catch (HttpException he)
{
Debug.Log(he);
}
You can use join codes to allow the host player to invite other players to join the game. The Relay can generate random join codes that are short and easy to read. The join codes are intended to be shared out-of-band, such as through a third-party chat service.
try
{
Response<JoinCodeResponseBody> response = await RelayService.AllocationsApiClient.CreateJoincodeAsync(new CreateJoincodeRequest(new JoinCodeRequest(hostAllocationId)));
JoinCodeData joinCodeData = response.Result.Data;
joinCode = joinCodeData.JoinCode;
Debug.Log(joinCode);
UpdateUI();
}
catch (HttpException he)
{
Debug.Log(he);
}
Setup the client
Players can join the host by using the join code. You can use the Relay SDK to connect (that is, a Relay endpoint) to the host player.
try
{
Response<JoinResponseBody> response = await RelayService.AllocationsApiClient.JoinRelayAsync(new JoinRelayRequest(new JoinRequest(joinCode)));
var allocation = response.Result.Data.Allocation;
Debug.Log(allocation.AllocationId);
}
catch (HttpException he)
{
Debug.Log(he);
}