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void | Init (string playerCode, IDependencyBuilder builder) |
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async Promise< Unit > | LoginCustomer (string aliasOrCid, string email, string password) |
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async Promise | Login (string email, string password) |
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async Promise | Login (AccessToken token, string pid=null) |
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void | Logout () |
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void | SaveConfig (string alias, string pid, string host=null, string cid="", string containerPrefix=null) |
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async Promise | CreateUser (string aliasOrCid, string customerEmail, string customerPassword) |
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async Promise | CreateCustomer (string alias, string gameName, string email, string password) |
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async Promise | SendPasswordReset (string cidOrAlias, string email) |
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async Promise | SendPasswordResetCode (string code, string newPassword) |
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Promise< string > | GetRealmSecret () |
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Promise | SetGame (RealmView game) |
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Promise | SwitchRealm (RealmView realm) |
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async Promise | SwitchRealm (RealmView game, string pid) |
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async Promise | CreateDependencies () |
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static BeamEditorContext | ForEditorUser (int idx) |
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static BeamEditorContext | ForEditorUser (string code) |
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static BeamEditorContext | Instantiate (string playerCode=null, IDependencyBuilder dependencyBuilder=null) |
| Create or retrieve a BeamContext for the given PlayerCode. There is only one instance of a context per PlayerCode. A BeamableBehaviour is required because the context needs to attach specific Unity components to a GameObject, and the given BeamableBehaviour's GameObject will be used. If no BeamableBehaviour is given, then a new GameObject will be instantiated at the root transform level named, "Beamable (playerCode)" More...
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static void | WriteConfig (string alias, string pid, string host=null, string cid="", string containerPrefix=null) |
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static bool | HasDependencies () |
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◆ Instantiate()
Create or retrieve a BeamContext for the given PlayerCode. There is only one instance of a context per PlayerCode. A BeamableBehaviour is required because the context needs to attach specific Unity components to a GameObject, and the given BeamableBehaviour's GameObject will be used. If no BeamableBehaviour is given, then a new GameObject will be instantiated at the root transform level named, "Beamable (playerCode)"
- Parameters
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beamable | A component that will invite other Beamable components to exist on its GameObject |
playerCode | A named code that represents a player slot on the device. The Default context uses an empty string. |
- Returns
The documentation for this class was generated from the following file:
- com.beamable/Editor/BeamEditor.cs