LootLocker Unity SDK 8.0.0
Game backend SDK for Unity
Loading...
Searching...
No Matches
User-Generated Content (UGC)

Detailed Description

Create, edit, and publish player-authored assets.

See the LootLocker documentation.

Function Documentation

◆ AddingFilesToAssetCandidates()

static void LootLocker.Requests.LootLockerSDKManager.AddingFilesToAssetCandidates ( int  assetCandidateID,
string  filePath,
string  fileName,
FilePurpose  filePurpose,
Action< LootLockerUserGenerateContentResponse >  onComplete,
string  fileContentType = null,
string  forPlayerWithUlid = null 
)
inlinestatic

Add a file to an asset candidate.

Parameters
assetCandidateIDThe ID of the asset candidate to add a file to
filePathPath to the file, example: Application.persistentDataPath + "/" + fileName;
fileNameFile name of the file on LootLockers Server
filePurposePurpose of the file, example: savefile/config
onCompleteonComplete Action for handling the response of type LootLockerUserGenerateContentResponse
fileContentTypeSpecial use-case for some files, leave blank unless you know what you're doing
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ CreatingAnAssetCandidate()

static void LootLocker.Requests.LootLockerSDKManager.CreatingAnAssetCandidate ( string  name,
Action< LootLockerUserGenerateContentResponse >  onComplete,
Dictionary< string, string >  kv_storage = null,
Dictionary< string, string >  filters = null,
Dictionary< string, string >  data_entities = null,
int  context_id = -1,
bool  complete = false,
string  forPlayerWithUlid = null 
)
inlinestatic

Create a new asset candidate.

Parameters
nameName of the asset candidate
onCompleteonComplete Action for handling the response of type LootLockerUserGenerateContentResponse
kv_storage(Optional) Dictionary<string, string> of key-values to use
filters(Optional) Dictionary<string, string> of key-values that can be used to filter out assets
data_entities(Optional) Dictionary<string, string> of data to include in the asset candidate
context_id(Optional) ID of the context to use when promoting to an asset, will be automatically filled if not provided
complete(Optional) Whether this asset is complete, if set to true this asset candidate will become an asset and can not be edited anymore
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ DeletingAnAssetCandidate()

static void LootLocker.Requests.LootLockerSDKManager.DeletingAnAssetCandidate ( int  assetCandidateID,
Action< LootLockerUserGenerateContentResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Delete an asset candidate.

Parameters
assetCandidateIDID of the asset candidate to delete
onCompleteonComplete Action for handling the response of type LootLockerUserGenerateContentResponse
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ GettingASingleAssetCandidate()

static void LootLocker.Requests.LootLockerSDKManager.GettingASingleAssetCandidate ( int  assetCandidateID,
Action< LootLockerUserGenerateContentResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Get information about a single asset candidate.

Parameters
assetCandidateIDThe ID of the asset candidate to receive information about
onCompleteonComplete Action for handling the response of type LootLockerUserGenerateContentResponse
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ ListingAssetCandidates()

static void LootLocker.Requests.LootLockerSDKManager.ListingAssetCandidates ( Action< LootLockerListingAssetCandidatesResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Get all asset candidates for the current player.

Parameters
onCompleteonComplete Action for handling the response of type LootLockerListingAssetCandidatesResponse
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ RemovingFilesFromAssetCandidates()

static void LootLocker.Requests.LootLockerSDKManager.RemovingFilesFromAssetCandidates ( int  assetCandidateID,
int  fileId,
Action< LootLockerUserGenerateContentResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Remove a file from an asset candidate.

Parameters
assetCandidateIDID of the asset instance to remove the file from
fileIdID of the file to remove
onCompleteonComplete Action for handling the response of type LootLockerUserGenerateContentResponse
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ UpdatingAnAssetCandidate()

static void LootLocker.Requests.LootLockerSDKManager.UpdatingAnAssetCandidate ( int  assetId,
bool  isCompleted,
Action< LootLockerUserGenerateContentResponse >  onComplete,
string  name = null,
Dictionary< string, string >  kv_storage = null,
Dictionary< string, string >  filters = null,
Dictionary< string, string >  data_entities = null,
int  context_id = -1,
string  forPlayerWithUlid = null 
)
inlinestatic

Update an existing asset candidate.

Parameters
assetIdID of the asset candidate to update
isCompletedIf true, the asset candidate will become an asset and can not be edited any more.
onCompleteonComplete Action for handling the response of type LootLockerUserGenerateContentResponse
name(Optional) New name of the asset candidate
kv_storage(Optional)A Dictionary<string, string> of key-values to use
filters(Optional)A Dictionary<string, string> of key-values that can be used to filter out assets
data_entities(Optional)A Dictionary<string, string> of data to include in the asset candidate
context_id(Optional)An ID of the context to use when promoting to an asset, will be automatically filled if not provided
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

Functions

static void LootLocker.Requests.LootLockerSDKManager.CreatingAnAssetCandidate (string name, Action< LootLockerUserGenerateContentResponse > onComplete, Dictionary< string, string > kv_storage=null, Dictionary< string, string > filters=null, Dictionary< string, string > data_entities=null, int context_id=-1, bool complete=false, string forPlayerWithUlid=null)
 Create a new asset candidate.
 
static void LootLocker.Requests.LootLockerSDKManager.UpdatingAnAssetCandidate (int assetId, bool isCompleted, Action< LootLockerUserGenerateContentResponse > onComplete, string name=null, Dictionary< string, string > kv_storage=null, Dictionary< string, string > filters=null, Dictionary< string, string > data_entities=null, int context_id=-1, string forPlayerWithUlid=null)
 Update an existing asset candidate.
 
static void LootLocker.Requests.LootLockerSDKManager.DeletingAnAssetCandidate (int assetCandidateID, Action< LootLockerUserGenerateContentResponse > onComplete, string forPlayerWithUlid=null)
 Delete an asset candidate.
 
static void LootLocker.Requests.LootLockerSDKManager.GettingASingleAssetCandidate (int assetCandidateID, Action< LootLockerUserGenerateContentResponse > onComplete, string forPlayerWithUlid=null)
 Get information about a single asset candidate.
 
static void LootLocker.Requests.LootLockerSDKManager.ListingAssetCandidates (Action< LootLockerListingAssetCandidatesResponse > onComplete, string forPlayerWithUlid=null)
 Get all asset candidates for the current player.
 
static void LootLocker.Requests.LootLockerSDKManager.AddingFilesToAssetCandidates (int assetCandidateID, string filePath, string fileName, FilePurpose filePurpose, Action< LootLockerUserGenerateContentResponse > onComplete, string fileContentType=null, string forPlayerWithUlid=null)
 Add a file to an asset candidate.
 
static void LootLocker.Requests.LootLockerSDKManager.RemovingFilesFromAssetCandidates (int assetCandidateID, int fileId, Action< LootLockerUserGenerateContentResponse > onComplete, string forPlayerWithUlid=null)
 Remove a file from an asset candidate.