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LootLocker Unity SDK 8.0.0
Game backend SDK for Unity
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Response returned after granting an asset to the current player's inventory. More...


Properties | |
| int | id [get, set] |
| The inventory instance id of the granted item. | |
| int | asset_id [get, set] |
| The id of the asset that was granted. | |
| string | asset_ulid [get, set] |
| The ULID of the asset that was granted. | |
| int? | asset_variation_id [get, set] |
| The variation id of the granted item, or null for the default variation. | |
| int? | asset_rental_option_id [get, set] |
| The rental option id of the granted item, or null if not rented. | |
| string | acquisition_source [get, set] |
| The source through which this item was acquired. | |
| string | acquisition_date [get, set] |
| The date and time when this item was acquired, as a string. | |
Properties inherited from LootLocker.LootLockerResponse | |
| int | statusCode [get, set] |
| HTTP Status Code. | |
| bool | success [get, set] |
| Whether this request was a success. | |
| string | text [get, set] |
| Raw text/http body from the server response. | |
| LootLockerRequestContext | requestContext [get, set] |
| Context for the request. | |
| LootLockerErrorData | errorData [get, set] |
| If this request was not a success, this structure holds all the information needed to identify the problem. | |
| string | EventId = Guid.NewGuid().ToString() [get, set] |
| inheritdoc added this because unity main thread executing style cut the calling stack and make the event orphan see also calling multiple events of the same type makes use unable to identify each one | |
Response returned after granting an asset to the current player's inventory.