►NB83 | |
►NLogicExpressionParser | |
CBoolToNumber | |
CCombineAnd | |
CCombineNot | |
CCombineOr | |
CCombineXor | |
CCompareEqual | |
CCompareGreater | |
CCompareGreaterOrEqual | |
CCompareLower | |
CCompareLowerOrEqual | |
CCompareNotEqual | |
CCompareStatement | |
CConstantBool | |
CConstantNumber | |
CCustomFunction | |
CDelegateBool | |
CDelegateNumber | |
CExpressionContext | |
CExpressionVariable | |
CICommandParser | |
CILogicResult | |
CINumberProvider | |
CLogicExpression | |
CNumberExpression | |
CNumberToBool | |
COperationAdd | |
COperationNegate | |
COperationPower | |
COperationProduct | |
COperationReciprocal | |
CParameterList | |
CParsingContext | |
CValueProvider | |
►NBeebyte | |
►NObfuscator | |
►NAssembly | |
CAssemblySelector | |
CDoNotFakeAttribute | |
CFileBackup | |
CGlobalGameManagersPath | |
CObfuscateLiteralsAttribute | |
COptionsManager | |
CPipelineHook | |
CPostbuild | |
CProject | |
CRenameAttribute | |
CReplaceLiteralsWithNameAttribute | |
CRestoreUtils | |
CSkipAttribute | |
CSkipRenameAttribute | |
CSuppressLogAttribute | |
►NCanvasVideoPlayer | |
►NDamacServices | |
CVideoController | |
CWebGLButton | |
►NCodeStage | |
►NAntiCheat | |
►NCommon | |
CACTkByte16 | |
CACTkByte4 | |
CACTkByte8 | |
CACTkConstants | |
►NDetectors | |
CActDetectorBase | |
CACTkDetectorBase | Base class for all detectors |
CInjectionDetector | Allows to detect foreign managed assemblies in your application |
CObscuredCheatingDetector | Detects cheating of any Obscured type (except ObscuredPrefs, it has own detection features) used in project |
CSpeedHackDetector | Allows to detect Cheat Engine's speed hack (and maybe some other speed hack tools) usage |
►CTimeCheatingDetector | Allows to detect time cheating using time from any properly configured server (almost all servers around the web) |
COnlineTimeResult | Result of the online time receive attempt |
CWallHackDetector | Detects common types of wall hack cheating: walking through the walls (Rigidbody and CharacterController modules), shooting through the walls (Raycast module), looking through the walls (Wireframe module) |
►NExamples | |
CDetectorsExamples | |
CExamplesGUI | |
CInfiniteRotator | |
CObscuredPerformanceTests | These super simple and stupid tests allow you to see how slower Obscured types can be compared to the regular types. Take in account iterations count though |
CObscuredPrefsExamples | |
CObscuredTypesExamples | |
►NObscuredTypes | |
CObscuredBool | Use it instead of regular bool for any cheating-sensitive variables |
CObscuredByte | Use it instead of regular byte for any cheating-sensitive variables |
CObscuredChar | Use it instead of regular char for any cheating-sensitive variables |
CObscuredDecimal | Use it instead of regular decimal for any cheating-sensitive variables |
CObscuredDouble | Use it instead of regular double for any cheating-sensitive variables |
CObscuredFloat | Use it instead of regular float for any cheating-sensitive variables |
CObscuredInt | Use it instead of regular int for any cheating-sensitive variables |
CObscuredLong | Use it instead of regular long for any cheating-sensitive variables |
►CObscuredQuaternion | Use it instead of regular Quaternion for any cheating-sensitive variables |
CRawEncryptedQuaternion | Used to store encrypted Quaternion |
CObscuredSByte | Use it instead of regular sbyte for any cheating-sensitive variables |
CObscuredShort | Use it instead of regular short for any cheating-sensitive variables |
CObscuredString | Use it instead of regular string for any cheating-sensitive variables |
CObscuredUInt | Use it instead of regular uint for any cheating-sensitive variables |
CObscuredULong | Use it instead of regular ulong for any cheating-sensitive variables |
CObscuredUShort | Use it instead of regular ushort for any cheating-sensitive variables |
►CObscuredVector2 | Use it instead of regular Vector2 for any cheating-sensitive variables |
CRawEncryptedVector2 | Used to store encrypted Vector2 |
►CObscuredVector3 | Use it instead of regular Vector3 for any cheating-sensitive variables |
CRawEncryptedVector3 | Used to store encrypted Vector3 |
►NUtils | |
CThreadSafeRandom | |
►NCommandUndoRedo | |
CCommandGroup | |
CDropoutStack | |
CICommand | |
CUndoRedo | |
►NCommonDecisions | |
CAvoidObstacles | |
CClimb | |
CDirect | |
CDropPlatform | |
CFollowMouse | |
CJump | |
CKeepDistance | |
►NControlCursor | |
CPoint | |
►NCreativeSpore | |
►NPoolExtension | |
CPoolBehaviour | |
CPoolBehaviourEditor | |
CPoolComponent | |
►NDecalSystem | |
CDecalEditor | |
CMeshBuilder | |
CTriangle | |
►NDG | |
►NTrelloAPI | |
CTrello | |
CTrelloCard | |
CTrelloException | |
CTrelloList | |
►NUtil | |
CCustomCoroutine | |
►CDrawing | |
CBezierCurve | |
CBezierPoint | |
CStroke | |
CGUIControls | |
CHSBColor | |
CMathfx | |
►CPainter | |
CBrushTool | |
CEraserTool | |
CUIOffsets | |
CScreenshotTool | |
CSingleton | |
CTrelloReporter | |
CTrelloSendReport | |
CTrelloSendReportEditor | |
►NDiscord | |
CAchievementManager | |
CActivity | |
CActivityAssets | |
CActivityManager | |
CActivityParty | |
CActivitySecrets | |
CActivityTimestamps | |
CApplicationManager | |
CDiscord | |
CEntitlement | |
CFileStat | |
CImageDimensions | |
CImageHandle | |
CImageManager | |
CImeUnderline | |
CInputMode | |
CLobby | |
CLobbyManager | |
CLobbyMemberTransaction | |
CLobbySearchQuery | |
CLobbyTransaction | |
CNetworkManager | |
COAuth2Token | |
COverlayManager | |
CPartySize | |
CPresence | |
CRect | |
CRelationship | |
CRelationshipManager | |
CResultException | |
CSku | |
CSkuPrice | |
CStorageManager | |
CStoreManager | |
CUser | |
CUserAchievement | |
CUserManager | |
CVoiceManager | |
►NGraphicDNA | |
CBitmapFont | Bitmap font class Uses an input Image file with the atlas of characters, and an XML file with the configuration in AngelCode .fnt format (compatible with AngelCode BMFont, ShoeBox, Hiero, etc). Credits for some parts of the code: http://www.angelcode.com/ |
CDrawing2D | |
CFontChar | |
CFontCommon | |
CFontInfo | |
CFontKerning | |
CFontPage | |
►NIniParser | |
►NExceptions | |
CParsingException | Represents an error ococcurred while parsing data |
NHelpers | |
►NModel | |
►NConfiguration | |
CBaseIniParserConfiguration | Configuration data used for a IniDataParser class instance |
CDefaultIniParserConfiguration | Default values used if an instance of IniDataParser is created without specifying a configuration |
CIIniParserConfiguration | Defines data for a Parser configuration object |
►NFormatting | |
CDefaultIniDataFormatter | |
CIIniDataFormatter | Formats a IniData structure to an string |
CIniData | Represents all data from an INI file |
CKeyData | Information associated to a key from an INI file. Includes both the value and the comments associated to the key |
CKeyDataCollection | |
CSectionData | Information associated to a section in a INI File Includes both the value and the comments associated to the key |
CSectionDataCollection | |
►NParser | |
CIniDataParser | Responsible for parsing an string from an ini file, and creating an IniData structure |
CFileIniDataParser | Represents an INI data parser for files |
CStreamIniDataParser | Represents an INI data parser for streams |
CStringIniParser | Represents an INI data parser for strings |
►NKino | |
CBloom | |
CBloomEditor | |
CBloomGraphDrawer | |
CContour | |
CFringe | |
CFringeEditor | |
CVignette | |
CVignetteEditor | |
►NKlak | |
►NMath | |
CDTween | Interpolation with critically damped spring model |
CDTweenQuaternion | Interpolation with critically damped spring model |
CDTweenVector2 | Interpolation with critically damped spring model |
CDTweenVector3 | Interpolation with critically damped spring model |
►CFloatInterpolator | |
CConfig | |
CFloatInterpolatorConfigDrawer | |
►NMotion | |
CBrownianMotion | |
CSmoothFollow | Follows a given transform smoothly |
NVectorMathExtension | |
►NKvant | |
CWigController | |
CWigControllerEditor | |
CWigTemplate | |
CWigTemplateEditor | |
►NLiteNetLib | |
►NLayers | |
CCrc32cLayer | |
CPacketLayerBase | |
CXorEncryptLayer | |
►NUtils | |
CINetSerializable | |
CInvalidTypeException | |
CNetDataReader | |
CNetDataWriter | |
CNetPacketProcessor | |
CNetSerializer | |
CNtpPacket | Represents RFC4330 SNTP packet used for communication to and from a network time server |
CParseException | |
CConnectionRequest | |
CDisconnectInfo | Additional information about disconnection |
CEventBasedNatPunchListener | |
CEventBasedNetListener | |
CIDeliveryEventListener | |
CINatPunchListener | |
CINetEventListener | |
CINetLogger | Interface to implement for your own logger |
CINtpEventListener | |
CInvalidPacketException | |
CNatPunchModule | Module for UDP NAT Hole punching operations. Can be accessed from NetManager |
►CNetManager | Main class for all network operations. Can be used as client and/or server |
CNetPeerEnumerator | |
CNetPacketReader | |
CNetPeer | Network peer. Main purpose is sending messages to specific peer |
CNetStatistics | |
CTooBigPacketException | |
►NMattsCreations | |
CColorPicker | Color picker for UI Image |
►NMEC | |
CCoroutineHandle | A handle for a MEC coroutine |
CTiming | |
NMiniJSON | |
►NMyNamespace | |
CMyClass | |
CMyOtherClass | |
►NPlayFab | |
►NAuthenticationModels | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CEntityLineage | |
CGetEntityTokenRequest | This API must be called with X-SecretKey, X-Authentication or X-EntityToken headers. An optional EntityKey may be included to attempt to set the resulting EntityToken to a specific entity, however the entity must be a relation of the caller, such as the master_player_account of a character. If sending X-EntityToken the account will be marked as freshly logged in and will issue a new token. If using X-Authentication or X-EntityToken the header must still be valid and cannot be expired or revoked |
CGetEntityTokenResponse | |
CValidateEntityTokenRequest | Given an entity token, validates that it hasn't expired or been revoked and will return details of the owner |
CValidateEntityTokenResponse | |
►NClientModels | |
CAcceptTradeRequest | |
CAcceptTradeResponse | |
CAdCampaignAttributionModel | |
CAddFriendRequest | |
CAddFriendResult | |
CAddGenericIDRequest | |
CAddGenericIDResult | |
CAddOrUpdateContactEmailRequest | This API adds a contact email to the player's profile. If the player's profile already contains a contact email, it will update the contact email to the email address specified |
CAddOrUpdateContactEmailResult | |
CAddSharedGroupMembersRequest | |
CAddSharedGroupMembersResult | |
CAddUsernamePasswordRequest | |
CAddUsernamePasswordResult | Each account must have a unique username and email address in the PlayFab service. Once created, the account may be associated with additional accounts (Steam, Facebook, Game Center, etc.), allowing for added social network lists and achievements systems. This can also be used to provide a recovery method if the user loses their original means of access |
CAddUserVirtualCurrencyRequest | This API must be enabled for use as an option in the game manager website. It is disabled by default |
CAdPlacementDetails | A single ad placement details including placement and reward information |
CAdRewardItemGranted | Details for each item granted |
CAdRewardResults | Details on what was granted to the player |
CAndroidDevicePushNotificationRegistrationRequest | More information can be found on configuring your game for the Google Cloud Messaging service in the Google developer documentation, here: http://developer.android.com/google/gcm/client.html. The steps to configure and send Push Notifications is described in the PlayFab tutorials, here: https://docs.microsoft.com/gaming/playfab/features/engagement/push-notifications/quickstart |
CAndroidDevicePushNotificationRegistrationResult | |
CAttributeInstallRequest | If you have an ad attribution partner enabled, this will post an install to their service to track the device. It uses the given device id to match based on clicks on ads |
CAttributeInstallResult | |
CCancelTradeRequest | |
CCancelTradeResponse | |
CCartItem | |
CCatalogItem | A purchasable item from the item catalog |
CCatalogItemBundleInfo | |
CCatalogItemConsumableInfo | |
CCatalogItemContainerInfo | Containers are inventory items that can hold other items defined in the catalog, as well as virtual currency, which is added to the player inventory when the container is unlocked, using the UnlockContainerItem API. The items can be anything defined in the catalog, as well as RandomResultTable objects which will be resolved when the container is unlocked. Containers and their keys should be defined as Consumable (having a limited number of uses) in their catalog defintiions, unless the intent is for the player to be able to re-use them infinitely |
CCharacterInventory | |
CCharacterLeaderboardEntry | |
CCharacterResult | |
CCollectionFilter | Collection filter to include and/or exclude collections with certain key-value pairs. The filter generates a collection set defined by Includes rules and then remove collections that matches the Excludes rules. A collection is considered matching a rule if the rule describes a subset of the collection |
CConfirmPurchaseRequest | The final step in the purchasing process, this API finalizes the purchase with the payment provider, where applicable, adding virtual goods to the player inventory (including random drop table resolution and recursive addition of bundled items) and adjusting virtual currency balances for funds used or added. Note that this is a pull operation, and should be polled regularly when a purchase is in progress. Please note that the processing time for inventory grants and purchases increases fractionally the more items are in the inventory, and the more items are in the grant/purchase operation |
CConfirmPurchaseResult | When the FailedByPaymentProvider error is returned, it's important to check the ProviderErrorCode, ProviderErrorMessage, and ProviderErrorDetails to understand the specific reason the payment was rejected, as in some rare cases, this may mean that the provider hasn't completed some operation required to finalize the purchase |
CConsumeItemRequest | |
CConsumeItemResult | |
CConsumeMicrosoftStoreEntitlementsRequest | |
CConsumeMicrosoftStoreEntitlementsResponse | |
CConsumePS5EntitlementsRequest | |
CConsumePS5EntitlementsResult | |
CConsumePSNEntitlementsRequest | |
CConsumePSNEntitlementsResult | |
CConsumeXboxEntitlementsRequest | |
CConsumeXboxEntitlementsResult | |
CContactEmailInfoModel | |
CContainer_Dictionary_String_String | A data container |
CCreateSharedGroupRequest | If SharedGroupId is specified, the service will attempt to create a group with that identifier, and will return an error if it is already in use. If no SharedGroupId is specified, a random identifier will be assigned |
CCreateSharedGroupResult | |
CCurrentGamesRequest | |
CCurrentGamesResult | |
CDeviceInfoRequest | Any arbitrary information collected by the device |
CEmptyResponse | |
CEmptyResult | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CEntityTokenResponse | |
CExecuteCloudScriptRequest | |
CExecuteCloudScriptResult | |
CFacebookInstantGamesPlayFabIdPair | |
CFacebookPlayFabIdPair | |
CFriendInfo | |
CGameCenterPlayFabIdPair | |
CGameInfo | |
CGameServerRegionsRequest | |
CGameServerRegionsResult | |
CGenericPlayFabIdPair | |
CGenericServiceId | |
CGetAccountInfoRequest | |
CGetAccountInfoResult | This API retrieves details regarding the player in the PlayFab service. Note that when this call is used to retrieve data about another player (not the one signed into the local client), some data, such as Personally Identifying Information (PII), will be omitted for privacy reasons or to comply with the requirements of the platform belongs to. The user account returned will be based on the identifier provided in priority order: PlayFabId, Username, Email, then TitleDisplayName. If no identifier is specified, the currently signed in user's information will be returned |
CGetAdPlacementsRequest | Using an AppId to return a list of valid ad placements for a player |
CGetAdPlacementsResult | Array of AdPlacementDetails |
CGetCatalogItemsRequest | |
CGetCatalogItemsResult | If CatalogVersion is not specified, only inventory items associated with the most recent version of the catalog will be returned |
CGetCharacterDataRequest | Data is stored as JSON key-value pairs. If the Keys parameter is provided, the data object returned will only contain the data specific to the indicated Keys. Otherwise, the full set of custom character data will be returned |
CGetCharacterDataResult | |
CGetCharacterInventoryRequest | All items currently in the character inventory will be returned, irrespective of how they were acquired (via purchasing, grants, coupons, etc.). Items that are expired, fully consumed, or are no longer valid are not considered to be in the user's current inventory, and so will not be not included. Also returns their virtual currency balances |
CGetCharacterInventoryResult | |
CGetCharacterLeaderboardRequest | |
CGetCharacterLeaderboardResult | Note that the Position of the character in the results is for the overall leaderboard |
CGetCharacterStatisticsRequest | |
CGetCharacterStatisticsResult | In addition to being available for use by the title, the statistics are used for all leaderboard operations in PlayFab |
CGetContentDownloadUrlRequest | |
CGetContentDownloadUrlResult | |
CGetFriendLeaderboardAroundPlayerRequest | |
CGetFriendLeaderboardAroundPlayerResult | Note: When calling 'GetLeaderboardAround...' APIs, the position of the user defaults to 0 when the user does not have the corresponding statistic.If Facebook friends are included, make sure the access token from previous LoginWithFacebook call is still valid and not expired. If Xbox Live friends are included, make sure the access token from the previous LoginWithXbox call is still valid and not expired |
CGetFriendLeaderboardRequest | |
CGetFriendsListRequest | |
CGetFriendsListResult | If any additional services are queried for the user's friends, those friends who also have a PlayFab account registered for the title will be returned in the results. For Facebook, user has to have logged into the title's Facebook app recently, and only friends who also plays this game will be included. For Xbox Live, user has to have logged into the Xbox Live recently, and only friends who also play this game will be included |
CGetLeaderboardAroundCharacterRequest | |
CGetLeaderboardAroundCharacterResult | Note: When calling 'GetLeaderboardAround...' APIs, the position of the character defaults to 0 when the character does not have the corresponding statistic |
CGetLeaderboardAroundPlayerRequest | |
CGetLeaderboardAroundPlayerResult | Note: When calling 'GetLeaderboardAround...' APIs, the position of the user defaults to 0 when the user does not have the corresponding statistic |
CGetLeaderboardForUsersCharactersRequest | |
CGetLeaderboardForUsersCharactersResult | NOTE: The position of the character in the results is relative to the other characters for that specific user. This mean the values will always be between 0 and one less than the number of characters returned regardless of the size of the actual leaderboard |
CGetLeaderboardRequest | |
CGetLeaderboardResult | Note that the Position of the user in the results is for the overall leaderboard. If Facebook friends are included, make sure the access token from previous LoginWithFacebook call is still valid and not expired. If Xbox Live friends are included, make sure the access token from the previous LoginWithXbox call is still valid and not expired |
CGetPaymentTokenRequest | |
CGetPaymentTokenResult | |
CGetPhotonAuthenticationTokenRequest | |
CGetPhotonAuthenticationTokenResult | |
CGetPlayerCombinedInfoRequest | |
CGetPlayerCombinedInfoRequestParams | |
CGetPlayerCombinedInfoResult | Returns whatever info is requested in the response for the user. If no user is explicitly requested this defaults to the authenticated user. If the user is the same as the requester, PII (like email address, facebook id) is returned if available. Otherwise, only public information is returned. All parameters default to false |
CGetPlayerCombinedInfoResultPayload | |
CGetPlayerProfileRequest | This API allows for access to details regarding a user in the PlayFab service, usually for purposes of customer support. Note that data returned may be Personally Identifying Information (PII), such as email address, and so care should be taken in how this data is stored and managed. Since this call will always return the relevant information for users who have accessed the title, the recommendation is to not store this data locally |
CGetPlayerProfileResult | |
CGetPlayerSegmentsRequest | |
CGetPlayerSegmentsResult | |
CGetPlayerStatisticsRequest | |
CGetPlayerStatisticsResult | In addition to being available for use by the title, the statistics are used for all leaderboard operations in PlayFab |
CGetPlayerStatisticVersionsRequest | |
CGetPlayerStatisticVersionsResult | |
CGetPlayerTagsRequest | This API will return a list of canonical tags which includes both namespace and tag's name. If namespace is not provided, the result is a list of all canonical tags. TagName can be used for segmentation and Namespace is limited to 128 characters |
CGetPlayerTagsResult | |
CGetPlayerTradesRequest | |
CGetPlayerTradesResponse | |
CGetPlayFabIDsFromFacebookIDsRequest | |
CGetPlayFabIDsFromFacebookIDsResult | For Facebook identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromFacebookInstantGamesIdsRequest | |
CGetPlayFabIDsFromFacebookInstantGamesIdsResult | For Facebook Instant Game identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromGameCenterIDsRequest | |
CGetPlayFabIDsFromGameCenterIDsResult | For Game Center identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromGenericIDsRequest | |
CGetPlayFabIDsFromGenericIDsResult | For generic service identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromGoogleIDsRequest | |
CGetPlayFabIDsFromGoogleIDsResult | For Google identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromKongregateIDsRequest | |
CGetPlayFabIDsFromKongregateIDsResult | For Kongregate identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromNintendoSwitchDeviceIdsRequest | |
CGetPlayFabIDsFromNintendoSwitchDeviceIdsResult | For Nintendo Switch identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromPSNAccountIDsRequest | |
CGetPlayFabIDsFromPSNAccountIDsResult | For PlayStation Network identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromSteamIDsRequest | |
CGetPlayFabIDsFromSteamIDsResult | For Steam identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromTwitchIDsRequest | |
CGetPlayFabIDsFromTwitchIDsResult | For Twitch identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPlayFabIDsFromXboxLiveIDsRequest | |
CGetPlayFabIDsFromXboxLiveIDsResult | For XboxLive identifiers which have not been linked to PlayFab accounts, null will be returned |
CGetPublisherDataRequest | This API is designed to return publisher-specific values which can be read, but not written to, by the client. This data is shared across all titles assigned to a particular publisher, and can be used for cross-game coordination. Only titles assigned to a publisher can use this API. For more information email hello.nosp@m.play.nosp@m.fab@m.nosp@m.icro.nosp@m.soft..nosp@m.com. Note that there may up to a minute delay in between updating title data and this API call returning the newest value |
CGetPublisherDataResult | |
CGetPurchaseRequest | |
CGetPurchaseResult | |
CGetSegmentResult | |
CGetSharedGroupDataRequest | |
CGetSharedGroupDataResult | |
CGetStoreItemsRequest | A store contains an array of references to items defined in one or more catalog versions of the game, along with the prices for the item, in both real world and virtual currencies. These prices act as an override to any prices defined in the catalog. In this way, the base definitions of the items may be defined in the catalog, with all associated properties, while the pricing can be set for each store, as needed. This allows for subsets of goods to be defined for different purposes (in order to simplify showing some, but not all catalog items to users, based upon different characteristics), along with unique prices. Note that all prices defined in the catalog and store definitions for the item are considered valid, and that a compromised client can be made to send a request for an item based upon any of these definitions. If no price is specified in the store for an item, the price set in the catalog should be displayed to the user |
CGetStoreItemsResult | |
CGetTimeRequest | This query retrieves the current time from one of the servers in PlayFab. Please note that due to clock drift between servers, there is a potential variance of up to 5 seconds |
CGetTimeResult | Time is always returned as Coordinated Universal Time (UTC) |
CGetTitleDataRequest | This API is designed to return title specific values which can be read, but not written to, by the client. For example, a developer could choose to store values which modify the user experience, such as enemy spawn rates, weapon strengths, movement speeds, etc. This allows a developer to update the title without the need to create, test, and ship a new build. If the player belongs to an experiment variant that uses title data overrides, the overrides are applied automatically and returned with the title data. Note that there may up to a minute delay in between updating title data and this API call returning the newest value |
CGetTitleDataResult | |
CGetTitleNewsRequest | |
CGetTitleNewsResult | |
CGetTitlePublicKeyRequest | An RSA CSP blob to be used to encrypt the payload of account creation requests when that API requires a signature header. For example if Client/LoginWithCustomId requires signature headers but the player does not have an account yet follow these steps: 1) Call Client/GetTitlePublicKey with one of the title's shared secrets. 2) Convert the Base64 encoded CSP blob to a byte array and create an RSA signing object. 3) Encrypt the UTF8 encoded JSON body of the registration request and place the Base64 encoded result into the EncryptedRequest and with the TitleId field, all other fields can be left empty when performing the API request. 4) Client receives authentication token as normal. Future requests to LoginWithCustomId will require the X-PlayFab-Signature header |
CGetTitlePublicKeyResult | |
CGetTradeStatusRequest | |
CGetTradeStatusResponse | |
CGetUserDataRequest | Data is stored as JSON key-value pairs. Every time the data is updated via any source, the version counter is incremented. If the Version parameter is provided, then this call will only return data if the current version on the system is greater than the value provided. If the Keys parameter is provided, the data object returned will only contain the data specific to the indicated Keys. Otherwise, the full set of custom user data will be returned |
CGetUserDataResult | |
CGetUserInventoryRequest | |
CGetUserInventoryResult | All items currently in the user inventory will be returned, irrespective of how they were acquired (via purchasing, grants, coupons, etc.). Items that are expired, fully consumed, or are no longer valid are not considered to be in the user's current inventory, and so will not be not included |
CGooglePlayFabIdPair | |
CGrantCharacterToUserRequest | Grants a character to the user of the type specified by the item ID. The user must already have an instance of this item in their inventory in order to allow character creation. This item can come from a purchase or grant, which must be done before calling to create the character |
CGrantCharacterToUserResult | |
CItemInstance | A unique instance of an item in a user's inventory. Note, to retrieve additional information for an item such as Tags, Description that are the same across all instances of the item, a call to GetCatalogItems is required. The ItemID of can be matched to a catalog entry, which contains the additional information. Also note that Custom Data is only set when the User's specific instance has updated the CustomData via a call to UpdateUserInventoryItemCustomData. Other fields such as UnitPrice and UnitCurrency are only set when the item was granted via a purchase |
CItemPurchaseRequest | |
CKongregatePlayFabIdPair | |
CLinkAndroidDeviceIDRequest | |
CLinkAndroidDeviceIDResult | |
CLinkAppleRequest | |
CLinkCustomIDRequest | |
CLinkCustomIDResult | |
CLinkedPlatformAccountModel | |
CLinkFacebookAccountRequest | Facebook sign-in is accomplished using the Facebook User Access Token. More information on the Token can be found in the Facebook developer documentation (https://developers.facebook.com/docs/facebook-login/access-tokens/). In Unity, for example, the Token is available as AccessToken in the Facebook SDK ScriptableObject FB. Note that titles should never re-use the same Facebook applications between PlayFab Title IDs, as Facebook provides unique user IDs per application and doing so can result in issues with the Facebook ID for the user in their PlayFab account information. If you must re-use an application in a new PlayFab Title ID, please be sure to first unlink all accounts from Facebook, or delete all users in the first Title ID |
CLinkFacebookAccountResult | |
CLinkFacebookInstantGamesIdRequest | |
CLinkFacebookInstantGamesIdResult | |
CLinkGameCenterAccountRequest | |
CLinkGameCenterAccountResult | |
CLinkGoogleAccountRequest | Google sign-in is accomplished by obtaining a Google OAuth 2.0 credential using the Google sign-in for Android APIs on the device and passing it to this API |
CLinkGoogleAccountResult | |
CLinkIOSDeviceIDRequest | |
CLinkIOSDeviceIDResult | |
CLinkKongregateAccountRequest | |
CLinkKongregateAccountResult | |
CLinkNintendoServiceAccountRequest | |
CLinkNintendoSwitchDeviceIdRequest | |
CLinkNintendoSwitchDeviceIdResult | |
CLinkOpenIdConnectRequest | |
CLinkPSNAccountRequest | |
CLinkPSNAccountResult | |
CLinkSteamAccountRequest | Steam authentication is accomplished with the Steam Session Ticket. More information on the Ticket can be found in the Steamworks SDK, here: https://partner.steamgames.com/documentation/auth (requires sign-in). NOTE: For Steam authentication to work, the title must be configured with the Steam Application ID and Publisher Key in the PlayFab Game Manager (under Properties). Information on creating a Publisher Key (referred to as the Secret Key in PlayFab) for your title can be found here: https://partner.steamgames.com/documentation/webapi#publisherkey |
CLinkSteamAccountResult | |
CLinkTwitchAccountRequest | |
CLinkTwitchAccountResult | |
CLinkXboxAccountRequest | |
CLinkXboxAccountResult | |
CListUsersCharactersRequest | Returns a list of every character that currently belongs to a user |
CListUsersCharactersResult | |
CLocationModel | |
CLoginResult | |
CLoginWithAndroidDeviceIDRequest | On Android devices, the recommendation is to use the Settings.Secure.ANDROID_ID as the AndroidDeviceId, as described in this blog post (http://android-developers.blogspot.com/2011/03/identifying-app-installations.html). More information on this identifier can be found in the Android documentation (http://developer.android.com/reference/android/provider/Settings.Secure.html). If this is the first time a user has signed in with the Android device and CreateAccount is set to true, a new PlayFab account will be created and linked to the Android device ID. In this case, no email or username will be associated with the PlayFab account. Otherwise, if no PlayFab account is linked to the Android device, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account. Please note that while multiple devices of this type can be linked to a single user account, only the one most recently used to login (or most recently linked) will be reflected in the user's account information. We will be updating to show all linked devices in a future release |
CLoginWithAppleRequest | |
CLoginWithCustomIDRequest | It is highly recommended that developers ensure that it is extremely unlikely that a customer could generate an ID which is already in use by another customer. If this is the first time a user has signed in with the Custom ID and CreateAccount is set to true, a new PlayFab account will be created and linked to the Custom ID. In this case, no email or username will be associated with the PlayFab account. Otherwise, if no PlayFab account is linked to the Custom ID, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account |
CLoginWithEmailAddressRequest | Email address and password lengths are provided for information purposes. The server will validate that data passed in conforms to the field definition and report errors appropriately. It is recommended that developers not perform this validation locally, so that future updates do not require client updates |
CLoginWithFacebookInstantGamesIdRequest | |
CLoginWithFacebookRequest | Facebook sign-in is accomplished using the Facebook User Access Token. More information on the Token can be found in the Facebook developer documentation (https://developers.facebook.com/docs/facebook-login/access-tokens/). In Unity, for example, the Token is available as AccessToken in the Facebook SDK ScriptableObject FB. If this is the first time a user has signed in with the Facebook account and CreateAccount is set to true, a new PlayFab account will be created and linked to the provided account's Facebook ID. In this case, no email or username will be associated with the PlayFab account. Otherwise, if no PlayFab account is linked to the Facebook account, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account. Note that titles should never re-use the same Facebook applications between PlayFab Title IDs, as Facebook provides unique user IDs per application and doing so can result in issues with the Facebook ID for the user in their PlayFab account information. If you must re-use an application in a new PlayFab Title ID, please be sure to first unlink all accounts from Facebook, or delete all users in the first Title ID |
CLoginWithGameCenterRequest | The Game Center player identifier (https://developer.apple.com/library/ios/documentation/Accounts/Reference/ACAccountClassRef/index.html#//apple_ref/occ/instp/ACAccount/identifier) is a generated string which is stored on the local device. As with device identifiers, care must be taken to never expose a player's Game Center identifier to end users, as that could result in a user's account being compromised. If this is the first time a user has signed in with Game Center and CreateAccount is set to true, a new PlayFab account will be created and linked to the Game Center identifier. In this case, no email or username will be associated with the PlayFab account. Otherwise, if no PlayFab account is linked to the Game Center account, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account |
CLoginWithGoogleAccountRequest | Google sign-in is accomplished by obtaining a Google OAuth 2.0 credential using the Google sign-in for Android APIs on the device and passing it to this API. If this is the first time a user has signed in with the Google account and CreateAccount is set to true, a new PlayFab account will be created and linked to the Google account. Otherwise, if no PlayFab account is linked to the Google account, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account. The current (recommended) method for obtaining a Google account credential in an Android application is to call GoogleSignInAccount.getServerAuthCode() and send the auth code as the ServerAuthCode parameter of this API. Before doing this, you must create an OAuth 2.0 web application client ID in the Google API Console and configure its client ID and secret in the PlayFab Game Manager Google Add-on for your title. This method does not require prompting of the user for additional Google account permissions, resulting in a user experience with the least possible friction. For more information about obtaining the server auth code, see https://developers.google.com/identity/sign-in/android/offline-access. The previous (deprecated) method was to obtain an OAuth access token by calling GetAccessToken() on the client and passing it as the AccessToken parameter to this API. for the with the Google OAuth 2.0 Access Token. More information on this change can be found in the Google developer documentation (https://android-developers.googleblog.com/2016/01/play-games-permissions-are-changing-in.html) |
CLoginWithIOSDeviceIDRequest | On iOS devices, the identifierForVendor (https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIDevice_Class/index.html#//apple_ref/occ/instp/UIDevice/identifierForVendor) must be used as the DeviceId, as the UIDevice uniqueIdentifier has been deprecated as of iOS 5, and use of the advertisingIdentifier for this purpose will result in failure of Apple's certification process. If this is the first time a user has signed in with the iOS device and CreateAccount is set to true, a new PlayFab account will be created and linked to the vendor-specific iOS device ID. In this case, no email or username will be associated with the PlayFab account. Otherwise, if no PlayFab account is linked to the iOS device, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account. Please note that while multiple devices of this type can be linked to a single user account, only the one most recently used to login (or most recently linked) will be reflected in the user's account information. We will be updating to show all linked devices in a future release |
CLoginWithKongregateRequest | More details regarding Kongregate and their game authentication system can be found at http://developers.kongregate.com/docs/virtual-goods/authentication. Developers must provide the Kongregate user ID and auth token that are generated using the Kongregate client library. PlayFab will combine these identifiers with the title's unique Kongregate app ID to log the player into the Kongregate system. If CreateAccount is set to true and there is not already a user matched to this Kongregate ID, then PlayFab will create a new account for this user and link the ID. In this case, no email or username will be associated with the PlayFab account. If there is already a different PlayFab user linked with this account, then an error will be returned |
CLoginWithNintendoServiceAccountRequest | |
CLoginWithNintendoSwitchDeviceIdRequest | |
CLoginWithOpenIdConnectRequest | |
CLoginWithPlayFabRequest | Username and password lengths are provided for information purposes. The server will validate that data passed in conforms to the field definition and report errors appropriately. It is recommended that developers not perform this validation locally, so that future updates to the username or password do not require client updates |
CLoginWithPSNRequest | If this is the first time a user has signed in with the PlayStation Network account and CreateAccount is set to true, a new PlayFab account will be created and linked to the PSN account. In this case, no email or username will be associated with the PlayFab account. Otherwise, if no PlayFab account is linked to the PSN account, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account |
CLoginWithSteamRequest | Steam sign-in is accomplished with the Steam Session Ticket. More information on the Ticket can be found in the Steamworks SDK, here: https://partner.steamgames.com/documentation/auth (requires sign-in). NOTE: For Steam authentication to work, the title must be configured with the Steam Application ID and Web API Key in the PlayFab Game Manager (under Steam in the Add-ons Marketplace). You can obtain a Web API Key from the Permissions page of any Group associated with your App ID in the Steamworks site. If this is the first time a user has signed in with the Steam account and CreateAccount is set to true, a new PlayFab account will be created and linked to the provided account's Steam ID. In this case, no email or username will be associated with the PlayFab account. Otherwise, if no PlayFab account is linked to the Steam account, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account |
CLoginWithTwitchRequest | More details regarding Twitch and their authentication system can be found at https://github.com/justintv/Twitch-API/blob/master/authentication.md. Developers must provide the Twitch access token that is generated using one of the Twitch authentication flows. PlayFab will use the title's unique Twitch Client ID to authenticate the token and log in to the PlayFab system. If CreateAccount is set to true and there is not already a user matched to the Twitch username that generated the token, then PlayFab will create a new account for this user and link the ID. In this case, no email or username will be associated with the PlayFab account. If there is already a different PlayFab user linked with this account, then an error will be returned |
CLoginWithXboxRequest | If this is the first time a user has signed in with the Xbox Live account and CreateAccount is set to true, a new PlayFab account will be created and linked to the Xbox Live account. In this case, no email or username will be associated with the PlayFab account. Otherwise, if no PlayFab account is linked to the Xbox Live account, an error indicating this will be returned, so that the title can guide the user through creation of a PlayFab account |
CLogStatement | |
CMatchmakeRequest | |
CMatchmakeResult | |
CMembershipModel | |
CMicrosoftStorePayload | |
CModifyUserVirtualCurrencyResult | |
CNameIdentifier | Identifier by either name or ID. Note that a name may change due to renaming, or reused after being deleted. ID is immutable and unique |
CNintendoSwitchPlayFabIdPair | |
COpenTradeRequest | |
COpenTradeResponse | |
CPayForPurchaseRequest | This is the second step in the purchasing process, initiating the purchase transaction with the payment provider (if applicable). For payment provider scenarios, the title should next present the user with the payment provider'sinterface for payment. Once the player has completed the payment with the provider, the title should call ConfirmPurchase tofinalize the process and add the appropriate items to the player inventory |
CPayForPurchaseResult | For web-based payment providers, this operation returns the URL to which the user should be directed inorder to approve the purchase. Items added to the user inventory as a result of this operation will be marked as unconfirmed |
CPaymentOption | |
CPlayerLeaderboardEntry | |
CPlayerProfileModel | |
CPlayerProfileViewConstraints | |
CPlayerStatisticVersion | |
CPlayStation5Payload | |
CPSNAccountPlayFabIdPair | |
CPurchaseItemRequest | Please note that the processing time for inventory grants and purchases increases fractionally the more items are in the inventory, and the more items are in the grant/purchase operation (with each item in a bundle being a distinct add) |
CPurchaseItemResult | |
CPurchaseReceiptFulfillment | |
CPushNotificationRegistrationModel | |
CRedeemCouponRequest | Coupon codes can be created for any item, or set of items, in the catalog for the title. This operation causes the coupon to be consumed, and the specific items to be awarded to the user. Attempting to re-use an already consumed code, or a code which has not yet been created in the service, will result in an error |
CRedeemCouponResult | |
CRefreshPSNAuthTokenRequest | |
CRegionInfo | |
CRegisterForIOSPushNotificationRequest | The steps to configure and send Push Notifications is described in the PlayFab tutorials, here: https://docs.microsoft.com/gaming/playfab/features/engagement/push-notifications/quickstart |
CRegisterForIOSPushNotificationResult | |
CRegisterPlayFabUserRequest | |
CRegisterPlayFabUserResult | Each account must have a unique email address in the PlayFab service. Once created, the account may be associated with additional accounts (Steam, Facebook, Game Center, etc.), allowing for added social network lists and achievements systems |
CRemoveContactEmailRequest | This API removes an existing contact email from the player's profile |
CRemoveContactEmailResult | |
CRemoveFriendRequest | |
CRemoveFriendResult | |
CRemoveGenericIDRequest | |
CRemoveGenericIDResult | |
CRemoveSharedGroupMembersRequest | |
CRemoveSharedGroupMembersResult | |
CReportAdActivityRequest | Report ad activity |
CReportAdActivityResult | Report ad activity response has no body |
CReportPlayerClientRequest | |
CReportPlayerClientResult | Players are currently limited to five reports per day. Attempts by a single user account to submit reports beyond five will result in Updated being returned as false |
CRestoreIOSPurchasesRequest | The title should obtain a refresh receipt via restoreCompletedTransactions in the SKPaymentQueue of the Apple StoreKit and pass that in to this call. The resultant receipt contains new receipt instances for all non-consumable goods previously purchased by the user. This API call iterates through every purchase in the receipt and restores the items if they still exist in the catalog and can be validated |
CRestoreIOSPurchasesResult | Once verified, the valid items will be restored into the user's inventory |
CRewardAdActivityRequest | Details on which placement and reward to perform a grant on |
CRewardAdActivityResult | Result for rewarding an ad activity |
CScriptExecutionError | |
CSendAccountRecoveryEmailRequest | If the account in question is a "temporary" account (for example, one that was created via a call to LoginFromIOSDeviceID), thisfunction will have no effect. Only PlayFab accounts which have valid email addresses will be able to receive a password reset email using this API |
CSendAccountRecoveryEmailResult | |
CSetFriendTagsRequest | This operation is not additive. It will completely replace the tag list for the specified user. Please note that only users in the PlayFab friends list can be assigned tags. Attempting to set a tag on a friend only included in the friends list from a social site integration (such as Facebook or Steam) will return the AccountNotFound error |
CSetFriendTagsResult | |
CSetPlayerSecretRequest | APIs that require signatures require that the player have a configured Player Secret Key that is used to sign all requests. Players that don't have a secret will be blocked from making API calls until it is configured. To create a signature header add a SHA256 hashed string containing UTF8 encoded JSON body as it will be sent to the server, the current time in UTC formatted to ISO 8601, and the players secret formatted as 'body.date.secret'. Place the resulting hash into the header X-PlayFab-Signature, along with a header X-PlayFab-Timestamp of the same UTC timestamp used in the signature |
CSetPlayerSecretResult | |
CSharedGroupDataRecord | |
CStartGameRequest | This API must be enabled for use as an option in the game manager website. It is disabled by default |
CStartGameResult | |
CStartPurchaseRequest | This is the first step in the purchasing process. For security purposes, once the order (or "cart") has been created, additional inventory objects may no longer be added. In addition, inventory objects will be locked to the current prices, regardless of any subsequent changes at the catalog level which may occur during the next two steps |
CStartPurchaseResult | |
CStatisticModel | |
CStatisticNameVersion | |
CStatisticUpdate | |
CStatisticValue | |
CSteamPlayFabIdPair | |
CStoreItem | A store entry that list a catalog item at a particular price |
CStoreMarketingModel | Marketing data about a specific store |
CSubscriptionModel | |
CSubtractUserVirtualCurrencyRequest | This API must be enabled for use as an option in the game manager website. It is disabled by default |
CTagModel | |
CTitleNewsItem | |
CTradeInfo | |
CTreatmentAssignment | |
CTwitchPlayFabIdPair | |
CUnlinkAndroidDeviceIDRequest | |
CUnlinkAndroidDeviceIDResult | |
CUnlinkAppleRequest | |
CUnlinkCustomIDRequest | |
CUnlinkCustomIDResult | |
CUnlinkFacebookAccountRequest | |
CUnlinkFacebookAccountResult | |
CUnlinkFacebookInstantGamesIdRequest | |
CUnlinkFacebookInstantGamesIdResult | |
CUnlinkGameCenterAccountRequest | |
CUnlinkGameCenterAccountResult | |
CUnlinkGoogleAccountRequest | |
CUnlinkGoogleAccountResult | |
CUnlinkIOSDeviceIDRequest | |
CUnlinkIOSDeviceIDResult | |
CUnlinkKongregateAccountRequest | |
CUnlinkKongregateAccountResult | |
CUnlinkNintendoServiceAccountRequest | |
CUnlinkNintendoSwitchDeviceIdRequest | |
CUnlinkNintendoSwitchDeviceIdResult | |
CUnlinkOpenIdConnectRequest | |
CUnlinkPSNAccountRequest | |
CUnlinkPSNAccountResult | |
CUnlinkSteamAccountRequest | |
CUnlinkSteamAccountResult | |
CUnlinkTwitchAccountRequest | |
CUnlinkTwitchAccountResult | |
CUnlinkXboxAccountRequest | |
CUnlinkXboxAccountResult | |
CUnlockContainerInstanceRequest | Specify the container and optionally the catalogVersion for the container to open |
CUnlockContainerItemRequest | Specify the type of container to open and optionally the catalogVersion for the container to open |
CUnlockContainerItemResult | The items and vc found within the container. These will be added and stacked in the appropriate inventory |
CUpdateAvatarUrlRequest | |
CUpdateCharacterDataRequest | This function performs an additive update of the arbitrary strings containing the custom data for the character. In updating the custom data object, keys which already exist in the object will have their values overwritten, while keys with null values will be removed. New keys will be added, with the given values. No other key-value pairs will be changed apart from those specified in the call |
CUpdateCharacterDataResult | |
CUpdateCharacterStatisticsRequest | Enable this option with the 'Allow Client to Post Player Statistics' option in PlayFab GameManager for your title. However, this is not best practice, as this data will no longer be safely controlled by the server. This operation is additive. Character Statistics not currently defined will be added, while those already defined will be updated with the given values. All other user statistics will remain unchanged. Character statistics are used by the character-leaderboard apis, and accessible for custom game-logic |
CUpdateCharacterStatisticsResult | |
CUpdatePlayerStatisticsRequest | Enable this option with the 'Allow Client to Post Player Statistics' option in PlayFab GameManager for your title. However, this is not best practice, as this data will no longer be safely controlled by the server. This operation is additive. Statistics not currently defined will be added, while those already defined will be updated with the given values. All other user statistics will remain unchanged. Note that if the statistic is intended to have a reset period, the UpdatePlayerStatisticDefinition API call can be used to define that reset period. Once a statistic has been versioned (reset), the now-previous version can still be written to for up a short, pre-defined period (currently 10 seconds), using the Version parameter in this call |
CUpdatePlayerStatisticsResult | |
CUpdateSharedGroupDataRequest | Note that in the case of multiple calls to write to the same shared group data keys, the last write received by the PlayFab service will determine the value available to subsequent read operations. For scenarios requiring coordination of data updates, it is recommended that titles make use of user data with read permission set to public, or a combination of user data and shared group data |
CUpdateSharedGroupDataResult | |
CUpdateUserDataRequest | This function performs an additive update of the arbitrary strings containing the custom data for the user. In updating the custom data object, keys which already exist in the object will have their values overwritten, while keys with null values will be removed. New keys will be added, with the given values. No other key-value pairs will be changed apart from those specified in the call |
CUpdateUserDataResult | |
CUpdateUserTitleDisplayNameRequest | In addition to the PlayFab username, titles can make use of a DisplayName which is also a unique identifier, but specific to the title. This allows for unique names which more closely match the theme or genre of a title, for example |
CUpdateUserTitleDisplayNameResult | |
CUserAccountInfo | |
CUserAndroidDeviceInfo | |
CUserAppleIdInfo | |
CUserCustomIdInfo | |
CUserDataRecord | |
CUserFacebookInfo | |
CUserFacebookInstantGamesIdInfo | |
CUserGameCenterInfo | |
CUserGoogleInfo | |
CUserIosDeviceInfo | |
CUserKongregateInfo | |
CUserNintendoSwitchAccountIdInfo | |
CUserNintendoSwitchDeviceIdInfo | |
CUserOpenIdInfo | |
CUserPrivateAccountInfo | |
CUserPsnInfo | |
CUserSettings | |
CUserSteamInfo | |
CUserTitleInfo | |
CUserTwitchInfo | |
CUserXboxInfo | |
CValidateAmazonReceiptRequest | |
CValidateAmazonReceiptResult | Once verified, the catalog item matching the Amazon item name will be added to the user's inventory |
CValidateGooglePlayPurchaseRequest | The packageName and productId are defined in the GooglePlay store. The productId must match the ItemId of the inventory item in the PlayFab catalog for the title. This enables the PlayFab service to securely validate that the purchase is for the correct item, in order to prevent uses from passing valid receipts as being for more expensive items (passing a receipt for a 99-cent purchase as being for a $19.99 purchase, for example). Each receipt may be validated only once to avoid granting the same item over and over from a single purchase |
CValidateGooglePlayPurchaseResult | Once verified, the catalog item (ItemId) matching the GooglePlay store item (productId) will be added to the user's inventory |
CValidateIOSReceiptRequest | The CurrencyCode and PurchasePrice must match the price which was set up for the item in the Apple store. In addition, The ItemId of the inventory in the PlayFab Catalog must match the Product ID as it was set up in the Apple store. This enables the PlayFab service to securely validate that the purchase is for the correct item, in order to prevent uses from passing valid receipts as being for more expensive items (passing a receipt for a 99-cent purchase as being for a $19.99 purchase, for example) |
CValidateIOSReceiptResult | Once verified, the catalog item matching the iTunes item name will be added to the user's inventory |
CValidateWindowsReceiptRequest | |
CValidateWindowsReceiptResult | Once verified, the catalog item matching the Product name will be added to the user's inventory |
CValueToDateModel | |
CVariable | |
CVirtualCurrencyRechargeTime | |
CWriteClientCharacterEventRequest | This API is designed to write a multitude of different client-defined events into PlayStream. It supports a flexible JSON schema, which allowsfor arbitrary key-value pairs to describe any character-based event. The created event will be locked to the authenticated title and player |
CWriteClientPlayerEventRequest | This API is designed to write a multitude of different event types into PlayStream. It supports a flexible JSON schema, which allowsfor arbitrary key-value pairs to describe any player-based event. The created event will be locked to the authenticated title and player |
CWriteEventResponse | |
CWriteTitleEventRequest | This API is designed to write a multitude of different client-defined events into PlayStream. It supports a flexible JSON schema, which allowsfor arbitrary key-value pairs to describe any title-based event. The created event will be locked to the authenticated title |
CXboxLiveAccountPlayFabIdPair | |
►NCloudScriptModels | |
CAdCampaignAttributionModel | |
CContactEmailInfoModel | |
CEmptyResult | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CExecuteCloudScriptResult | |
CExecuteEntityCloudScriptRequest | Executes CloudScript with the entity profile that is defined in the request |
CExecuteFunctionRequest | Executes an Azure Function with the profile of the entity that is defined in the request |
CExecuteFunctionResult | |
CFunctionExecutionError | |
CFunctionModel | |
CGetFunctionRequest | |
CGetFunctionResult | |
CHttpFunctionModel | |
CLinkedPlatformAccountModel | |
CListFunctionsRequest | A title can have many functions, ListHttpFunctions will return a list of all the currently registered HTTP triggered functions for a given title |
CListFunctionsResult | |
CListHttpFunctionsResult | |
CListQueuedFunctionsResult | |
CLocationModel | |
CLogStatement | |
CMembershipModel | |
CNameIdentifier | Identifier by either name or ID. Note that a name may change due to renaming, or reused after being deleted. ID is immutable and unique |
CPlayerProfileModel | |
CPlayStreamEventEnvelopeModel | |
CPostFunctionResultForEntityTriggeredActionRequest | |
CPostFunctionResultForFunctionExecutionRequest | |
CPostFunctionResultForPlayerTriggeredActionRequest | |
CPostFunctionResultForScheduledTaskRequest | |
CPushNotificationRegistrationModel | |
CQueuedFunctionModel | |
CRegisterHttpFunctionRequest | |
CRegisterQueuedFunctionRequest | A title can have many functions, RegisterQueuedFunction associates a function name with a queue name and connection string |
CScriptExecutionError | |
CStatisticModel | |
CSubscriptionModel | |
CTagModel | |
CUnregisterFunctionRequest | |
CValueToDateModel | |
►NDataModels | |
CAbortFileUploadsRequest | Aborts the pending upload of the requested files |
CAbortFileUploadsResponse | |
CDeleteFilesRequest | Deletes the requested files from the entity's profile |
CDeleteFilesResponse | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CFinalizeFileUploadsRequest | Finalizes the upload of the requested files. Verifies that the files have been successfully uploaded and moves the file pointers from pending to live |
CFinalizeFileUploadsResponse | |
CGetFileMetadata | |
CGetFilesRequest | Returns URLs that may be used to download the files for a profile for a limited length of time. Only returns files that have been successfully uploaded, files that are still pending will either return the old value, if it exists, or nothing |
CGetFilesResponse | |
CGetObjectsRequest | Gets JSON objects from an entity profile and returns it |
CGetObjectsResponse | |
CInitiateFileUploadMetadata | |
CInitiateFileUploadsRequest | Returns URLs that may be used to upload the files for a profile 5 minutes. After using the upload calls FinalizeFileUploads must be called to move the file status from pending to live |
CInitiateFileUploadsResponse | |
CObjectResult | |
CSetObject | |
CSetObjectInfo | |
CSetObjectsRequest | Sets JSON objects on the requested entity profile. May include a version number to be used to perform optimistic concurrency operations during update. If the current version differs from the version in the request the request will be ignored. If no version is set on the request then the value will always be updated if the values differ. Using the version value does not guarantee a write though, ConcurrentEditError may still occur if multiple clients are attempting to update the same profile |
CSetObjectsResponse | |
►NEconomyModels | |
CCatalogAlternateId | |
CCatalogConfig | |
CCatalogItem | |
CContent | |
CCreateDraftItemRequest | The item will not be published to the public catalog until the PublishItem API is called for the item |
CCreateDraftItemResponse | |
CCreateUploadUrlsRequest | Upload URLs point to Azure Blobs; clients must follow the Microsoft Azure Storage Blob Service REST API pattern for uploading content. The response contains upload URLs and IDs for each file. The IDs and URLs returned must be added to the item metadata and committed using the CreateDraftItem or UpdateDraftItem Item APIs |
CCreateUploadUrlsResponse | |
CDeleteEntityItemReviewsRequest | |
CDeleteEntityItemReviewsResponse | |
CDeleteItemRequest | |
CDeleteItemResponse | |
CDisplayPropertyIndexInfo | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CGetCatalogConfigRequest | |
CGetCatalogConfigResponse | |
CGetDraftItemRequest | |
CGetDraftItemResponse | |
CGetDraftItemsRequest | |
CGetDraftItemsResponse | |
CGetEntityDraftItemsRequest | |
CGetEntityDraftItemsResponse | |
CGetEntityItemReviewRequest | |
CGetEntityItemReviewResponse | |
CGetItemModerationStateRequest | |
CGetItemModerationStateResponse | |
CGetItemPublishStatusRequest | |
CGetItemPublishStatusResponse | |
CGetItemRequest | |
CGetItemResponse | Get item result |
CGetItemReviewsRequest | |
CGetItemReviewsResponse | |
CGetItemReviewSummaryRequest | |
CGetItemReviewSummaryResponse | |
CImage | |
CKeywordSet | |
CModerationState | |
CPublishDraftItemRequest | The call kicks off a workflow to publish the item to the public catalog. The Publish Status API should be used to monitor the publish job |
CPublishDraftItemResponse | |
CRating | |
CReportItemRequest | |
CReportItemResponse | |
CReportItemReviewRequest | Submit a report for an inappropriate review, allowing the submitting user to specify their concern |
CReportItemReviewResponse | |
CReview | |
CReviewItemRequest | |
CReviewItemResponse | |
CReviewTakedown | |
CScanResult | |
CSearchItemsRequest | |
CSearchItemsResponse | |
CSetItemModerationStateRequest | |
CSetItemModerationStateResponse | |
CSubmitItemReviewVoteRequest | |
CSubmitItemReviewVoteResponse | |
CTakedownItemReviewsRequest | Submit a request to takedown one or more reviews, removing them from public view. Authors will still be able to see their reviews after being taken down |
CTakedownItemReviewsResponse | |
CUpdateCatalogConfigRequest | |
CUpdateCatalogConfigResponse | |
CUpdateDraftItemRequest | |
CUpdateDraftItemResponse | |
CUploadInfo | |
CUploadUrlMetadata | |
CUserGeneratedContentSpecificConfig | |
►NEvents | |
CPlayFabEvents | |
►NEventsModels | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CEventContents | |
CWriteEventsRequest | |
CWriteEventsResponse | |
►NExperimentationModels | |
CCreateExclusionGroupRequest | Given a title entity token and exclusion group details, will create a new exclusion group for the title |
CCreateExclusionGroupResult | |
CCreateExperimentRequest | Given a title entity token and experiment details, will create a new experiment for the title |
CCreateExperimentResult | |
CDeleteExclusionGroupRequest | Given an entity token and an exclusion group ID this API deletes the exclusion group |
CDeleteExperimentRequest | Given an entity token and an experiment ID this API deletes the experiment. A running experiment must be stopped before it can be deleted |
CEmptyResponse | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CExclusionGroupTrafficAllocation | |
CExperiment | |
CExperimentExclusionGroup | |
CGetExclusionGroupsRequest | Given a title entity token will return the list of all exclusion groups for a title |
CGetExclusionGroupsResult | |
CGetExclusionGroupTrafficRequest | Given a title entity token and an exclusion group ID, will return the list of traffic allocations for the exclusion group |
CGetExclusionGroupTrafficResult | |
CGetExperimentsRequest | Given a title entity token will return the list of all experiments for a title, including scheduled, started, stopped or completed experiments |
CGetExperimentsResult | |
CGetLatestScorecardRequest | Given a title entity token and experiment details, will return the latest available scorecard |
CGetLatestScorecardResult | |
CGetTreatmentAssignmentRequest | Given a title player or a title entity token, returns the treatment variants and variables assigned to the entity across all running experiments |
CGetTreatmentAssignmentResult | |
CMetricData | |
CScorecard | |
CScorecardDataRow | |
CStartExperimentRequest | Given a title entity token and an experiment ID, this API starts the experiment |
CStopExperimentRequest | Given a title entity token and an experiment ID, this API stops the experiment if it is running |
CTreatmentAssignment | |
CUpdateExclusionGroupRequest | Given an entity token and exclusion group details this API updates the exclusion group |
CUpdateExperimentRequest | Given a title entity token and experiment details, this API updates the experiment. If an experiment is already running, only the description and duration properties can be updated |
CVariable | |
CVariant | |
►NGroupsModels | |
CAcceptGroupApplicationRequest | Accepts an outstanding invitation to to join a group if the invited entity is not blocked by the group. Nothing is returned in the case of success |
CAcceptGroupInvitationRequest | Accepts an outstanding invitation to join the group if the invited entity is not blocked by the group. Only the invited entity or a parent in its chain (e.g. title) may accept the invitation on the invited entity's behalf. Nothing is returned in the case of success |
CAddMembersRequest | Adds members to a group or role. Existing members of the group will added to roles within the group, but if the user is not already a member of the group, only title claimants may add them to the group, and others must use the group application or invite system to add new members to a group. Returns nothing if successful |
CApplyToGroupRequest | Creates an application to join a group. Calling this while a group application already exists will return the same application instead of an error and will not refresh the time before the application expires. By default, if the entity has an invitation to join the group outstanding, this will accept the invitation to join the group instead and return an error indicating such, rather than creating a duplicate application to join that will need to be cleaned up later. Returns information about the application or an error indicating an invitation was accepted instead |
CApplyToGroupResponse | Describes an application to join a group |
CBlockEntityRequest | Blocks a list of entities from joining a group. Blocked entities may not create new applications to join, be invited to join, accept an invitation, or have an application accepted. Failure due to being blocked does not clean up existing applications or invitations to the group. No data is returned in the case of success |
CChangeMemberRoleRequest | Changes the role membership of a list of entities from one role to another in in a single operation. The destination role must already exist. This is equivalent to adding the entities to the destination role and removing from the origin role. Returns nothing if successful |
CCreateGroupRequest | Creates a new group, as well as administration and member roles, based off of a title's group template. Returns information about the group that was created |
CCreateGroupResponse | |
CCreateGroupRoleRequest | Creates a new role within an existing group, with no members. Both the role ID and role name must be unique within the group, but the name can be the same as the ID. The role ID is set at creation and cannot be changed. Returns information about the role that was created |
CCreateGroupRoleResponse | |
CDeleteGroupRequest | Deletes a group and all roles, invitations, join requests, and blocks associated with it. Permission to delete is only required the group itself to execute this action. The group and data cannot be cannot be recovered once removed, but any abuse reports about the group will remain. No data is returned in the case of success |
CDeleteRoleRequest | Returns information about the role |
CEmptyResponse | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CEntityMemberRole | |
CEntityWithLineage | Entity wrapper class that contains the entity key and the entities that make up the lineage of the entity |
CGetGroupRequest | Returns the ID, name, role list and other non-membership related information about a group |
CGetGroupResponse | |
CGroupApplication | Describes an application to join a group |
CGroupBlock | Describes an entity that is blocked from joining a group |
CGroupInvitation | Describes an invitation to a group |
CGroupRole | Describes a group role |
CGroupWithRoles | Describes a group and the roles that it contains |
CInviteToGroupRequest | Invites a player to join a group, if they are not blocked by the group. An optional role can be provided to automatically assign the player to the role if they accept the invitation. By default, if the entity has an application to the group outstanding, this will accept the application instead and return an error indicating such, rather than creating a duplicate invitation to join that will need to be cleaned up later. Returns information about the new invitation or an error indicating an existing application to join was accepted |
CInviteToGroupResponse | Describes an invitation to a group |
CIsMemberRequest | Checks to see if an entity is a member of a group or role within the group. A result indicating if the entity is a member of the group is returned, or a permission error if the caller does not have permission to read the group's member list |
CIsMemberResponse | |
CListGroupApplicationsRequest | Lists all outstanding requests to join a group. Returns a list of all requests to join, as well as when the request will expire. To get the group applications for a specific entity, use ListMembershipOpportunities |
CListGroupApplicationsResponse | |
CListGroupBlocksRequest | Lists all entities blocked from joining a group. A list of blocked entities is returned |
CListGroupBlocksResponse | |
CListGroupInvitationsRequest | Lists all outstanding invitations for a group. Returns a list of entities that have been invited, as well as when the invitation will expire. To get the group invitations for a specific entity, use ListMembershipOpportunities |
CListGroupInvitationsResponse | |
CListGroupMembersRequest | Gets a list of members and the roles they belong to within the group. If the caller does not have permission to view the role, and the member is in no other role, the member is not displayed. Returns a list of entities that are members of the group |
CListGroupMembersResponse | |
CListMembershipOpportunitiesRequest | Lists all outstanding group applications and invitations for an entity. Anyone may call this for any entity, but data will only be returned for the entity or a parent of that entity. To list invitations or applications for a group to check if a player is trying to join, use ListGroupInvitations and ListGroupApplications |
CListMembershipOpportunitiesResponse | |
CListMembershipRequest | Lists the groups and roles that an entity is a part of, checking to see if group and role metadata and memberships should be visible to the caller. If the entity is not in any roles that are visible to the caller, the group is not returned in the results, even if the caller otherwise has permission to see that the entity is a member of that group |
CListMembershipResponse | |
CRemoveGroupApplicationRequest | Removes an existing application to join the group. This is used for both rejection of an application as well as withdrawing an application. The applying entity or a parent in its chain (e.g. title) may withdraw the application, and any caller with appropriate access in the group may reject an application. No data is returned in the case of success |
CRemoveGroupInvitationRequest | Removes an existing invitation to join the group. This is used for both rejection of an invitation as well as rescinding an invitation. The invited entity or a parent in its chain (e.g. title) may reject the invitation by calling this method, and any caller with appropriate access in the group may rescind an invitation. No data is returned in the case of success |
CRemoveMembersRequest | Removes members from a group. A member can always remove themselves from a group, regardless of permissions. Returns nothing if successful |
CUnblockEntityRequest | Unblocks a list of entities from joining a group. No data is returned in the case of success |
CUpdateGroupRequest | Updates data about a group, such as the name or default member role. Returns information about whether the update was successful. Only title claimants may modify the administration role for a group |
CUpdateGroupResponse | |
CUpdateGroupRoleRequest | Updates the role name. Returns information about whether the update was successful |
CUpdateGroupRoleResponse | |
►NInsightsModels | |
CInsightsEmptyRequest | |
CInsightsGetDetailsResponse | |
CInsightsGetLimitsResponse | |
CInsightsGetOperationStatusRequest | Returns the current status for the requested operation id |
CInsightsGetOperationStatusResponse | |
CInsightsGetPendingOperationsRequest | Returns a list of operations that are in the pending state for the requested operation type |
CInsightsGetPendingOperationsResponse | |
CInsightsOperationResponse | |
CInsightsPerformanceLevel | |
CInsightsSetPerformanceRequest | Sets the performance level to the requested value. Use the GetLimits method to get the allowed values |
CInsightsSetStorageRetentionRequest | Sets the data storage retention to the requested value. Use the GetLimits method to get the range of allowed values |
►NInternal | |
CApiProcessingEventArgs | |
CCallRequestContainer | |
CPlayFabHttp | This is a wrapper for Http So we can better separate the functionaity of Http Requests delegated to WWW or HttpWebRequest |
CPlayFabWebRequest | |
CPlayFabWww | |
CSingletonMonoBehaviour | |
►NJson | |
CIJsonSerializerStrategy | |
CJsonArray | Represents the json array |
CJsonObject | Represents the json object |
CJsonProperty | Customize the json output of a field or property |
CPocoJsonSerializerStrategy | |
►CSimpleJsonInstance | |
CPlayFabSimpleJsonCuztomization | |
►NLocalizationModels | |
CGetLanguageListRequest | |
CGetLanguageListResponse | |
►NMultiplayerAgent | |
►NHelpers | |
CIJsonSerializerStrategy | |
CJsonArray | Represents the json array |
CJsonObject | Represents the json object |
CJsonProperty | Customize the json output of a field or property |
CPocoJsonSerializerStrategy | |
►CSimpleJsonInstance | |
CPlayFabSimpleJsonCustomization | |
►NModel | |
CConnectedPlayer | |
CGamePort | A class that captures details about a game server port |
CGameServerConnectionInfo | A class that captures details on how a game server operates |
CHeartbeatRequest | |
CHeartbeatResponse | |
CSessionConfig | |
►NMultiplayerModels | |
CAssetReference | |
CAssetReferenceParams | |
CAssetSummary | |
CBuildAliasDetailsResponse | |
CBuildAliasParams | |
CBuildRegion | |
CBuildRegionParams | |
CBuildSelectionCriterion | |
CBuildSummary | |
CCancelAllMatchmakingTicketsForPlayerRequest | Cancels all tickets of which the player is a member in a given queue that are not cancelled or matched. This API is useful if you lose track of what tickets the player is a member of (if the title crashes for instance) and want to "reset". The Entity field is optional if the caller is a player and defaults to that player. Players may not cancel tickets for other people. The Entity field is required if the caller is a server (authenticated as the title) |
CCancelAllMatchmakingTicketsForPlayerResult | |
CCancelAllServerBackfillTicketsForPlayerRequest | Cancels all backfill tickets of which the player is a member in a given queue that are not cancelled or matched. This API is useful if you lose track of what tickets the player is a member of (if the server crashes for instance) and want to "reset" |
CCancelAllServerBackfillTicketsForPlayerResult | |
CCancelMatchmakingTicketRequest | Only servers and ticket members can cancel a ticket. The ticket can be in five different states when it is cancelled. 1: the ticket is waiting for members to join it, and it has not started matching. If the ticket is cancelled at this stage, it will never match. 2: the ticket is matching. If the ticket is cancelled, it will stop matching. 3: the ticket is matched. A matched ticket cannot be cancelled. 4: the ticket is already cancelled and nothing happens. 5: the ticket is waiting for a server. If the ticket is cancelled, server allocation will be stopped. A server may still be allocated due to a race condition, but that will not be reflected in the ticket. There may be race conditions between the ticket getting matched and the client making a cancellation request. The client must handle the possibility that the cancel request fails if a match is found before the cancellation request is processed. We do not allow resubmitting a cancelled ticket because players must consent to enter matchmaking again. Create a new ticket instead |
CCancelMatchmakingTicketResult | |
CCancelServerBackfillTicketRequest | Only servers can cancel a backfill ticket. The ticket can be in three different states when it is cancelled. 1: the ticket is matching. If the ticket is cancelled, it will stop matching. 2: the ticket is matched. A matched ticket cannot be cancelled. 3: the ticket is already cancelled and nothing happens. There may be race conditions between the ticket getting matched and the server making a cancellation request. The server must handle the possibility that the cancel request fails if a match is found before the cancellation request is processed. We do not allow resubmitting a cancelled ticket. Create a new ticket instead |
CCancelServerBackfillTicketResult | |
CCertificate | |
CCertificateSummary | |
CConnectedPlayer | |
CContainerImageReference | |
CCoreCapacity | |
CCoreCapacityChange | |
CCreateBuildAliasRequest | Creates a multiplayer server build alias and returns the created alias |
CCreateBuildWithCustomContainerRequest | Creates a multiplayer server build with a custom container and returns information about the build creation request |
CCreateBuildWithCustomContainerResponse | |
CCreateBuildWithManagedContainerRequest | Creates a multiplayer server build with a managed container and returns information about the build creation request |
CCreateBuildWithManagedContainerResponse | |
CCreateBuildWithProcessBasedServerRequest | Creates a multiplayer server build with the game server running as a process and returns information about the build creation request |
CCreateBuildWithProcessBasedServerResponse | |
CCreateMatchmakingTicketRequest | The client specifies the creator's attributes and optionally a list of other users to match with |
CCreateMatchmakingTicketResult | |
CCreateRemoteUserRequest | Creates a remote user to log on to a VM for a multiplayer server build in a specific region. Returns user credential information necessary to log on |
CCreateRemoteUserResponse | |
CCreateServerBackfillTicketRequest | The server specifies all the members, their teams and their attributes, and the server details if applicable |
CCreateServerBackfillTicketResult | |
CCreateServerMatchmakingTicketRequest | The server specifies all the members and their attributes |
CCreateTitleMultiplayerServersQuotaChangeRequest | Creates a request to change a title's multiplayer server quotas |
CCreateTitleMultiplayerServersQuotaChangeResponse | |
CCurrentServerStats | |
CCustomDifferenceRuleExpansion | |
CCustomRegionSelectionRuleExpansion | |
CCustomSetIntersectionRuleExpansion | |
CCustomTeamDifferenceRuleExpansion | |
CCustomTeamSizeBalanceRuleExpansion | |
CDeleteAssetRequest | Deletes a multiplayer server game asset for a title |
CDeleteBuildAliasRequest | Deletes a multiplayer server build alias |
CDeleteBuildRegionRequest | Removes a multiplayer server build's region |
CDeleteBuildRequest | Deletes a multiplayer server build |
CDeleteCertificateRequest | Deletes a multiplayer server game certificate |
CDeleteContainerImageRequest | Removes the specified container image repository. After this operation, a 'docker pull' will fail for all the tags of the specified image. Morever, ListContainerImages will not return the specified image |
CDeleteRemoteUserRequest | Deletes a remote user to log on to a VM for a multiplayer server build in a specific region. Returns user credential information necessary to log on |
CDifferenceRule | |
CDynamicStandbySettings | |
CDynamicStandbyThreshold | |
CEmptyResponse | |
CEnableMultiplayerServersForTitleRequest | Enables the multiplayer server feature for a title and returns the enabled status. The enabled status can be Initializing, Enabled, and Disabled. It can up to 20 minutes or more for the title to be enabled for the feature. On average, it can take up to 20 minutes for the title to be enabled for the feature |
CEnableMultiplayerServersForTitleResponse | |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CGameCertificateReference | |
CGameCertificateReferenceParams | |
CGetAssetDownloadUrlRequest | Gets a URL that can be used to download the specified asset |
CGetAssetDownloadUrlResponse | |
CGetAssetUploadUrlRequest | Gets the URL to upload assets to |
CGetAssetUploadUrlResponse | |
CGetBuildAliasRequest | Returns the details about a multiplayer server build alias |
CGetBuildRequest | Returns the details about a multiplayer server build |
CGetBuildResponse | |
CGetContainerRegistryCredentialsRequest | Gets credentials to the container registry where game developers can upload custom container images to before creating a new build |
CGetContainerRegistryCredentialsResponse | |
CGetMatchmakingQueueRequest | Gets the current configuration for a queue |
CGetMatchmakingQueueResult | |
CGetMatchmakingTicketRequest | The ticket includes the invited players, their attributes if they have joined, the ticket status, the match Id when applicable, etc. Only servers, the ticket creator and the invited players can get the ticket |
CGetMatchmakingTicketResult | |
CGetMatchRequest | When matchmaking has successfully matched together a collection of tickets, it produces a 'match' with an Id. The match contains all of the players that were matched together, and their team assigments. Only servers and ticket members can get the match |
CGetMatchResult | |
CGetMultiplayerServerDetailsRequest | Gets multiplayer server session details for a build in a specific region |
CGetMultiplayerServerDetailsResponse | |
CGetMultiplayerServerLogsRequest | Gets multiplayer server logs for a specific server id in a region. The logs are available only after a server has terminated |
CGetMultiplayerServerLogsResponse | |
CGetMultiplayerSessionLogsBySessionIdRequest | Gets multiplayer server logs for a specific server id in a region. The logs are available only after a server has terminated |
CGetQueueStatisticsRequest | Returns the matchmaking statistics for a queue. These include the number of players matching and the statistics related to the time to match statistics in seconds (average and percentiles). Statistics are refreshed once every 5 minutes. Servers can access all statistics no matter what the ClientStatisticsVisibility is configured to. Clients can access statistics according to the ClientStatisticsVisibility. Client requests are forbidden if all visibility fields are false |
CGetQueueStatisticsResult | |
CGetRemoteLoginEndpointRequest | Gets a remote login endpoint to a VM that is hosting a multiplayer server build in a specific region |
CGetRemoteLoginEndpointResponse | |
CGetServerBackfillTicketRequest | The ticket includes the players, their attributes, their teams, the ticket status, the match Id and the server details when applicable, etc. Only servers can get the ticket |
CGetServerBackfillTicketResult | |
CGetTitleEnabledForMultiplayerServersStatusRequest | Gets the status of whether a title is enabled for the multiplayer server feature. The enabled status can be Initializing, Enabled, and Disabled |
CGetTitleEnabledForMultiplayerServersStatusResponse | |
CGetTitleMultiplayerServersQuotaChangeRequest | Gets a title's server quota change request |
CGetTitleMultiplayerServersQuotaChangeResponse | |
CGetTitleMultiplayerServersQuotasRequest | Gets the quotas for a title in relation to multiplayer servers |
CGetTitleMultiplayerServersQuotasResponse | |
CInstrumentationConfiguration | |
CJoinMatchmakingTicketRequest | Add the player to a matchmaking ticket and specify all of its matchmaking attributes. Players can join a ticket if and only if their EntityKeys are already listed in the ticket's Members list. The matchmaking service automatically starts matching the ticket against other matchmaking tickets once all players have joined the ticket. It is not possible to join a ticket once it has started matching |
CJoinMatchmakingTicketResult | |
CLinearDifferenceRuleExpansion | |
CLinearRegionSelectionRuleExpansion | |
CLinearSetIntersectionRuleExpansion | |
CLinearTeamDifferenceRuleExpansion | |
CLinearTeamSizeBalanceRuleExpansion | |
CLinuxInstrumentationConfiguration | |
CListAssetSummariesRequest | Returns a list of multiplayer server game asset summaries for a title |
CListAssetSummariesResponse | |
CListBuildAliasesRequest | Returns a list of summarized details of all multiplayer server builds for a title |
CListBuildAliasesResponse | |
CListBuildSummariesRequest | Returns a list of summarized details of all multiplayer server builds for a title |
CListBuildSummariesResponse | |
CListCertificateSummariesRequest | Returns a list of multiplayer server game certificates for a title |
CListCertificateSummariesResponse | |
CListContainerImagesRequest | Returns a list of the container images that have been uploaded to the container registry for a title |
CListContainerImagesResponse | |
CListContainerImageTagsRequest | Returns a list of the tags for a particular container image that exists in the container registry for a title |
CListContainerImageTagsResponse | |
CListMatchmakingQueuesRequest | Gets a list of all the matchmaking queue configurations for the title |
CListMatchmakingQueuesResult | |
CListMatchmakingTicketsForPlayerRequest | If the caller is a title, the EntityKey in the request is required. If the caller is a player, then it is optional. If it is provided it must match the caller's entity |
CListMatchmakingTicketsForPlayerResult | |
CListMultiplayerServersRequest | Returns a list of multiplayer servers for a build in a specific region |
CListMultiplayerServersResponse | |
CListPartyQosServersRequest | Returns a list of quality of service servers for party |
CListPartyQosServersResponse | |
CListQosServersForTitleRequest | Returns a list of quality of service servers for a title |
CListQosServersForTitleResponse | |
CListServerBackfillTicketsForPlayerRequest | List all server backfill ticket Ids the user is a member of |
CListServerBackfillTicketsForPlayerResult | |
CListTitleMultiplayerServersQuotaChangesRequest | List all server quota change requests for a title |
CListTitleMultiplayerServersQuotaChangesResponse | |
CListVirtualMachineSummariesRequest | Returns a list of virtual machines for a title |
CListVirtualMachineSummariesResponse | |
CMatchmakingPlayer | A user in a matchmaking ticket |
CMatchmakingPlayerAttributes | The matchmaking attributes for a user |
CMatchmakingPlayerWithTeamAssignment | A player in a created matchmaking match with a team assignment |
CMatchmakingQueueConfig | |
CMatchmakingQueueTeam | |
CMatchTotalRule | |
CMatchTotalRuleExpansion | |
CMultiplayerServerSummary | |
COverrideDouble | |
COverrideUnsignedInt | |
CPort | |
CQosServer | |
CQueueRuleAttribute | |
CQuotaChange | |
CRegionSelectionRule | |
CRemoveMatchmakingQueueRequest | Deletes the configuration for a queue. This will permanently delete the configuration and players will no longer be able to match in the queue. All outstanding matchmaking tickets will be cancelled |
CRemoveMatchmakingQueueResult | |
CRequestMultiplayerServerRequest | Requests a multiplayer server session from a particular build in any of the given preferred regions |
CRequestMultiplayerServerResponse | |
CRolloverContainerRegistryCredentialsRequest | Gets new credentials to the container registry where game developers can upload custom container images to before creating a new build |
CRolloverContainerRegistryCredentialsResponse | |
CSchedule | |
CScheduledStandbySettings | |
CServerDetails | |
CSetIntersectionRule | |
CSetMatchmakingQueueRequest | Use this API to create or update matchmaking queue configurations. The queue configuration defines the matchmaking rules. The matchmaking service will match tickets together according to the configured rules. Queue resources are not spun up by calling this API. Queues are created when the first ticket is submitted |
CSetMatchmakingQueueResult | |
CShutdownMultiplayerServerRequest | Executes the shutdown callback from the GSDK and terminates the multiplayer server session. The callback in the GSDK will allow for graceful shutdown with a 15 minute timeoutIf graceful shutdown has not been completed before 15 minutes have elapsed, the multiplayer server session will be forcefully terminated on it's own |
CStatistics | |
CStatisticsVisibilityToPlayers | |
CStringEqualityRule | |
CStringEqualityRuleExpansion | |
CTeamDifferenceRule | |
CTeamSizeBalanceRule | |
CTeamTicketSizeSimilarityRule | |
CTitleMultiplayerServersQuotas | |
CUntagContainerImageRequest | Removes the specified tag from the image. After this operation, a 'docker pull' will fail for the specified image and tag combination. Morever, ListContainerImageTags will not return the specified tag |
CUpdateBuildAliasRequest | Creates a multiplayer server build alias and returns the created alias |
CUpdateBuildNameRequest | Updates a multiplayer server build's name |
CUpdateBuildRegionRequest | Updates a multiplayer server build's region |
CUpdateBuildRegionsRequest | Updates a multiplayer server build's regions |
CUploadCertificateRequest | Uploads a multiplayer server game certificate |
CVirtualMachineSummary | |
NPfEditor | |
►NProfilesModels | |
CEntityDataObject | An entity object and its associated meta data |
CEntityKey | Combined entity type and ID structure which uniquely identifies a single entity |
CEntityLineage | |
CEntityPermissionStatement | |
CEntityProfileBody | |
CEntityProfileFileMetadata | An entity file's meta data. To get a download URL call File/GetFiles API |
CEntityStatisticChildValue | |
CEntityStatisticValue | |
CGetEntityProfileRequest | Given an entity type and entity identifier will retrieve the profile from the entity store. If the profile being retrieved is the caller's, then the read operation is consistent, if not it is an inconsistent read. An inconsistent read means that we do not guarantee all committed writes have occurred before reading the profile, allowing for a stale read. If consistency is important the Version Number on the result can be used to compare which version of the profile any reader has |
CGetEntityProfileResponse | |
CGetEntityProfilesRequest | Given a set of entity types and entity identifiers will retrieve all readable profiles properties for the caller. Profiles that the caller is not allowed to read will silently not be included in the results |
CGetEntityProfilesResponse | |
CGetGlobalPolicyRequest | Retrieves the title access policy that is used before the profile's policy is inspected during a request. If never customized this will return the default starter policy built by PlayFab |
CGetGlobalPolicyResponse | |
CGetTitlePlayersFromMasterPlayerAccountIdsRequest | Given a master player account id (PlayFab ID), returns all title player accounts associated with it |
CGetTitlePlayersFromMasterPlayerAccountIdsResponse | |
CSetEntityProfilePolicyRequest | This will set the access policy statements on the given entity profile. This is not additive, any existing statements will be replaced with the statements in this request |
CSetEntityProfilePolicyResponse | |
CSetGlobalPolicyRequest | Updates the title access policy that is used before the profile's policy is inspected during a request. Policies are compiled and cached for several minutes so an update here may not be reflected in behavior for a short time |
CSetGlobalPolicyResponse | |
CSetProfileLanguageRequest | Given an entity profile, will update its language to the one passed in if the profile's version is equal to the one passed in |
CSetProfileLanguageResponse | |
►NPublic | |
CIPlayFabLogger | |
CIScreenTimeTracker | Interface which can be used to implement class responsible for gathering and sending information about session |
CPlayFabLogger | This translates the logs up to the PlayFab service via a PlayFab restful API TODO: PLAYFAB - attach these to the PlayFab API |
CPlayFabLoggerBase | This is some unity-log capturing logic, and threading tools that allow logging to be caught and processed on another thread |
CScreenTimeTracker | Class responsible for gathering and sending information about session, for example: focus duration, device info, etc |
►NSharedModels | |
CHttpResponseObject | |
CIPlayFabInstanceApi | |
CPlayFabBaseModel | |
CPlayFabLoginResultCommon | |
CPlayFabRequestCommon | |
CPlayFabResult | |
CPlayFabResultCommon | |
CIPlayFabPlugin | Base interface of any PlayFab SDK plugin |
CISerializerPlugin | Interface of any data serializer SDK plugin |
CITransportPlugin | Interface of any transport SDK plugin |
CPlayFabApiSettings | |
CPlayFabAuthenticationContext | |
CPlayFabAuthenticationInstanceAPI | The Authentication APIs provide a convenient way to convert classic authentication responses into entity authentication models. These APIs will provide you with the entity authentication token needed for subsequent Entity API calls. Manage API keys for authenticating any entity |
CPlayFabClientInstanceAPI | APIs which provide the full range of PlayFab features available to the client - authentication, account and data management, inventory, friends, matchmaking, reporting, and platform-specific functionality |
CPlayFabCloudScriptInstanceAPI | API methods for executing CloudScript using an Entity Profile |
CPlayFabDataGatherer | |
CPlayFabDataInstanceAPI | Store arbitrary data associated with an entity. Objects are small (~1KB) JSON-compatible objects which are stored directly on the entity profile. Objects are made available for use in other PlayFab contexts, such as PlayStream events and CloudScript functions. Files can efficiently store data of any size or format. Both objects and files support a flexible permissions system to control read and write access by other entities |
CPlayFabEconomyInstanceAPI | API methods for managing the catalog. Inventory manages in-game assets for any given entity |
CPlayFabError | |
CPlayFabEventsInstanceAPI | Write custom PlayStream and Telemetry events for any PlayFab entity. Telemetry events can be used for analytic, reporting, or debugging. PlayStream events can do all of that and also trigger custom actions in near real-time |
CPlayFabException | |
CPlayFabExperimentationInstanceAPI | APIs for managing experiments |
CPlayFabGroupsInstanceAPI | The Groups API is designed for any permanent or semi-permanent collections of Entities (players, or non-players). If you want to make Guilds/Clans/Corporations/etc., then you should use groups. Groups can also be used to make chatrooms, parties, or any other persistent collection of entities |
CPlayFabInsightsInstanceAPI | Manage the Insights performance level and data storage retention settings |
CPlayFabLocalizationInstanceAPI | The Localization APIs give you the tools needed to manage language setup in your title |
CPlayFabMultiplayerAgentAPI | |
CPlayFabMultiplayerAgentView | |
CPlayFabMultiplayerInstanceAPI | API methods for managing multiplayer servers. API methods for managing parties |
CPlayFabProfilesInstanceAPI | All PlayFab entities have profiles, which hold top-level properties about the entity. These APIs give you the tools needed to manage entity profiles |
CPluginContractKey | |
CPluginContractKeyComparator | |
CPluginManager | |
►NProGif | |
CImageResizer | |
►NRewired | |
►NData | |
CRewiredInputDataStore | Class for saving data to PlayerPrefs. Add this as a component to your Rewired Input Manager to save and load data automatically to PlayerPrefs. Copy this class and customize it to your needs to create a new custom data storage system |
CUserDataStore_PlayerPrefs | Class for saving data to PlayerPrefs. Add this as a component to your Rewired Input Manager to save and load data automatically to PlayerPrefs. Copy this class and customize it to your needs to create a new custom data storage system |
►NEditor | |
CControllerDataFilesInspector | |
CCustomInspector_External | |
CHardwareJoystickMapInspector | |
CHardwareJoystickTemplateMapInspector | |
CInitializerInspector | |
CInputManagerInspector | |
CPlayerControllerInspector | |
CPlayerMouseInspector | |
CRewiredStandaloneInputModuleInspector | |
CUserDataStore_PlayerPrefsInspector | |
►NIntegration | |
►NUnityUI | |
CPlayerPointerEventData | Each touch event creates one of these containing all the relevant information |
CRewiredEventSystem | |
►CRewiredPointerInputModule | |
CButtonState | |
CMouseButtonEventData | |
CMouseState | |
►CRewiredStandaloneInputModule | |
CPlayerSetting | |
CUnityUISetup | |
NInternal | |
►NUI | |
►NControlMapper | |
CButtonInfo | |
CCalibrationWindow | |
CCanvasScalerExt | This class exists only for the purpose of being able to force a refresh on the canvas scaler to prevent drawing artifacts when changing the scale on Awake/Enable |
CCanvasScalerFitter | Adjusts the scale based on the current screen aspect ratio to try to fit the content sensibly. Uses break points to determine current scale settings |
►CControlMapper | |
CInputBehaviorSettings | |
CMappingSet | |
CControlMapperInspector | |
CCustomButton | Overrides auto-navigation in Selectable because it's inadequate for selectables inside a scroll rect Also enables selection of disabled controls for better navigation experience |
CCustomButtonInspector | |
CCustomSlider | Overrides auto-navigation in Selectable because it's inadequate for selectables inside a scroll rect Also enables selection of disabled controls for better navigation experience |
CCustomSliderInspector | |
CCustomToggle | Overrides auto-navigation in Selectable because it's inadequate for selectables inside a scroll rect Also enables selection of disabled controls for better navigation experience |
CCustomToggleInspector | |
CICustomSelectable | |
CInputBehaviorWindow | |
CInputFieldInfo | |
CInputRow | |
►CLanguageData | |
CCustomEntry | |
CModifierKeys | |
CLanguageDataBase | |
CScrollbarVisibilityHelper | Hides ScrollRect scrollbars based on the dimensions of the content. This must be placed on the ScrollRect.content GameObject. This component is no longer necessary in Unity 5.2+ because ScrollRect now handles ScrollBar visibility |
CScrollRectSelectableChild | |
►CThemedElement | |
CElementInfo | |
CThemeSettings | |
CToggleInfo | |
CUIControl | |
CUIControlSet | |
CUIElementInfo | |
CUIGroup | |
CUIImageHelper | |
CUISliderControl | |
►CWindow | |
CTimer | |
►NUtils | |
CExternalTools | <exclude></exclude> |
CFlightPedalsTemplate | Class representing a Flight Pedals Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IFlightPedalsTemplate instead |
CFlightYokeTemplate | Class representing a Flight Yoke Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IFlightYokeTemplate instead |
CGamepadTemplate | Class representing a Gamepad Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IGamepadTemplate instead |
CHOTASTemplate | Class representing a HOTAS Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IHOTASTemplate instead |
CIFlightPedalsTemplate | Interface for a Flight Pedals Controller Template |
CIFlightYokeTemplate | Interface for a Flight Yoke Controller Template |
CIGamepadTemplate | Interface for a Gamepad Controller Template |
CIHOTASTemplate | Interface for a HOTAS Controller Template |
CInputManager | |
CIRacingWheelTemplate | Interface for a Racing Wheel Controller Template |
CISixDofControllerTemplate | Interface for a 6 DoF Controller Controller Template |
CRacingWheelTemplate | Class representing a Racing Wheel Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IRacingWheelTemplate instead |
CSixDofControllerTemplate | Class representing a 6 DoF Controller Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface ISixDofControllerTemplate instead |
►NRoslynCSharp | |
►NCompiler | |
CAssemblyOutput | |
CAssemblyProcessor | |
CAssemblyReference | |
CAssemblyReferenceException | |
CAssemblyReferenceFromAssemblyObject | |
CAssemblyReferenceFromFile | |
CAssemblyReferenceFromImage | |
CAssemblyReferenceFromStream | |
CCompilationError | |
CCompilationResult | |
CIAssemblyProcessor | |
CIMetadataReferenceProvider | |
CRoslynCSharpCompiler | |
►NEditor | |
CAssemblyReferenceAssetInspector | |
CInputDialog | |
CInputObjectDialog | |
CRoslynSettingsWindow | |
CTreeNode | |
CTreeView | |
►NExample | |
CEx01_CreateScriptDomain | An example script that shows how to setup a script domain for compiling and loading external code |
CEx02_LoadAssembly | An example script that shows how to load managed assemblies into an existing script domain |
CEx03_LoadAssemblyAsync | An example script that shows how to load managed assemblies into an existing script domain asynchronously |
CEx04_CompilerReferences | An example script that shows how to access the compiler service and add a number of reference assemblies from memory or file |
CEx05_CompilerDefines | An example script that shows how to access the compiler service and add a number of scripting define symbols |
CEx06_CompileFromSource | An example script that shows how to use the compiler service to compile and load a C# source code string |
CEx07_CompileFromFile | An example script that shows how to use the compiler service to compile and load a C# source file. This method has the added benefits of reporting the file name in any compiler errors |
CEx07a_CompileFromSyntaxTree | |
CEx08_CompileAsync | An example script that shows how to use the compiler service to compile and load a C# source code string asynchronously |
CEx09_FindTypes | An example script that shows how to use the compiler service to compile and load a C# source code string and then use a number of find methods to get types from the compiled assembly |
CEx10_StaticMethods | An example script that shows how to use the compiler service to compile and load a C# source code string and then call a static method |
CEx11_StaticFields | An example script that shows how to use the compiler service to compile and load a C# source code string and then modify the value of a static field |
CEx12_StaticProperties | An example script that shows how to use the compiler service to compile and load a C# source code string and then modify the value of a static property |
CEx12b_StaticBroadcast | |
CEx13_CreateInstance | An example script that shows how to use the compiler service to compile and load a C# source code string and create an instance of the main type |
CEx14_InstanceMethods | An example script that shows how to use the compiler service to compile and load a C# source code string and then call an instance method on a proxy object |
CEx14_InstanceMethods_Updated | |
CEx15_InstanceFields | An example script that shows how to use the compiler service to compile and load a C# source code string and then modify an instance field value of a script proxy object |
CEx16_InstanceProperties | An example script that shows how to use the compiler service to compile and load a C# source code string and then modify an instance property value of a script proxy object |
CEx16b_InstanceBehaviourBroadcast | |
CEx16c_InstanceBroadcast | |
CEx17_ReferenceCompiledCode | |
CMazeCrawler | Base class for the maze crawler example. Any runtime maze crawler code should inherit from this class |
CMazeCrawlerExample | Main type fomr the included example maze crawler game. Manages the scripting and UI elements of the game |
CTestCrawler | |
►NExamples | |
CEx12a_StaticEvents | |
►NExampleScripts | |
CEx16a_InstanceEvents | |
►NHotReloading | |
CRealtimeScriptingService | |
CRealtimeScriptWatcher | |
NImplementation | |
►NModding | |
CIModScriptReplacedReceiver | |
CModReplaceableBehaviourAttribute | Add this attribute to a component type to allow it to be replaced with an externally compiled mod script. Used in conjuection with the ModScriptReplacer |
CModScriptReplacerReport | Contains useful information for a script replacement request. Any issues when replacing the script will be logged here so that you can see why replacement failed |
►NProject | |
CCSharpProject | Represents a .csproj file contents and provides access to common project properties such as sources, references and more |
CCSharpProjectFile | Represents a .csproj file at a specific file location. Provides access to common project properties such as sources, references and more |
CAssemblyReferenceAsset | |
CAsyncCompileOperation | An awaitable object that contains state information for an asynchronous script compile request |
CAsyncLoadOperation | An awaitable object that contains state information for an asynchronous assembly load request |
CAsyncOperation | Base class for awaitable async operations |
CIScriptCompiledAssembly | |
CIScriptDataProxy | |
CIScriptEventProxy | |
CRoslynCSharp | The main settings for Roslyn C# |
CScriptAssembly | |
CScriptDomain | A ScriptDomain acts as a container for all code that is loaded dynamically at runtime. The main responsiblility of the domin is to separate pre-compiled game code from runtime-loaded code. As a result, you will only be able to access types from the domain that were loaded at runtime. Any pre-compiled game code will be ignored. Any assemblies or scripts that are loaded into the domain at runtime will remain until the application exits so you should be careful to avoid loading too many assemblies. You would typically load user code at statup in a 'Load' method which would then exist and execute until the game exits. Multiple domain instances may be created but you should note that all runtime code will be loaded into the current application domain. The ScriptDomain simply masks the types that are visible |
CScriptEventHandler | |
CScriptEventHandlerProxy | |
CScriptExecution | |
CScriptFieldDataProxy | |
CScriptPropertyDataProxy | |
CScriptProxy | |
CScriptType | |
►NRuntimeGizmos | |
CAddTargetCommand | |
CAxisInfo | |
CAxisVectors | |
CClearAndAddTargetCommand | |
CClearTargetsCommand | |
CCustomTransformGizmos | |
CIntersectPoints | |
CRemoveTargetCommand | |
CSelectCommand | |
CSquare | |
CTargetInfo | |
CTransformCommand | |
CTransformGizmo | |
CTransformGizmoCustomGizmo | |
►NRuntimeInspectorNamespace | |
CArrayField | |
CBoolField | |
CBoundInputField | |
CBoundsField | |
CCategory | |
CCategoryField | |
CColorField | |
CColorPicker | |
CColorPickerAlphaSlider | |
CColorWheelControl | |
►CDecimalField | |
CNumberParser | |
CDecimalRangeField | |
CDraggedReferenceItem | |
CDraggedReferenceSourceCamera | |
CDraggedReferenceSourceUI | |
CEnumField | |
CExpandableInspectorField | |
CExposedExtensionMethodHolder | |
CExposedMethod | |
CExposedMethodField | |
CExposedVariablesEnumerator | |
CExternalField | |
CGameObjectField | |
CHierarchyDragDropListener | |
CHierarchyItem | |
CHierarchyItemRoot | |
CHierarchyItemSearchEntry | |
CHierarchyItemTransform | |
CHierarchyRootPseudoScene | |
CHierarchyRootScene | |
CHierarchyRootSearch | |
CIHierarchyRootContent | |
CIListViewAdapter | |
CInspectorField | |
►CIntegerField | |
CNumberParser | |
CIntegerRangeField | |
CModifierObjectField | |
CObjectField | |
CObjectReferenceField | |
CObjectReferencePicker | |
CObjectReferencePickerItem | |
CPointerEventListener | |
CPseudoSceneSourceTransform | |
CRectField | |
CRecycledListItem | |
CRecycledListView | |
CResolutionField | |
CRuntimeHierarchy | |
CRuntimeInspector | |
CRuntimeInspectorButtonAttribute | |
CRuntimeInspectorSettings | |
CSkinnedWindow | |
CStringField | |
CTextureReferenceField | |
CUISkin | |
CVariableSet | |
CVector2Field | |
CVector3Field | |
CVector4Field | |
CWindowDragHandler | |
►NSDev | |
CFileSaveUtil | Save byte array, Texture2D to file on current platform's Application data path or Windows/Mac special folder |
►NSickDev | |
►NCommandSystem | |
►NUnity | |
CBuiltInCommandsBuilder | |
►NDevConsole | |
CAutoComplete | |
CBuiltInCommandsBuilder | |
CConsoleInput | |
CDefineSymbolsManager | |
CDevConsole | |
CEntry | |
CEntryData | |
CEntryDrawData | |
CEntryGroup | |
CEntryOptions | |
CFilter | |
CHistory | |
CLogger | |
COpenButton | |
CScrollBar | |
CScrollView | |
►CSettings | |
CBuiltInCommandsPreferences | |
CSettingsEditor | |
CSettingsPanel | |
CSlider | |
CTab | |
CToggle | |
CToolbar | |
CWindow | |
►NUtils | |
CEnumFlagsAttribute | |
CEnumFlagsAttributeDrawer | |
►NSimplePatchToolUnity | |
CPatcherEditor | |
CPatcherEditorLegacy | |
CPatcherPostProcessBuild | |
CPatcherUI | |
CPatcherWrapper | |
CPatcherWrapperEditor | |
CSelfPatching | |
►NSystem | |
CHalf | Represents a half-precision floating point number |
►NTayx | |
►NGraphy | |
►NAdvanced | |
CG_AdvancedData | |
►NAudio | |
CG_AudioGraph | |
CG_AudioManager | |
CG_AudioMonitor | Note: this class only works with Unity's AudioListener. If you're using a custom audio engine (like FMOD or WWise) it won't work, although you can always adapt it |
CG_AudioText | |
►NFps | |
CG_FpsGraph | |
CG_FpsManager | |
CG_FpsMonitor | |
CG_FpsText | |
►NGraph | |
CG_Graph | |
►NRam | |
CG_RamGraph | |
CG_RamManager | |
CG_RamMonitor | |
CG_RamText | |
►NUI | |
CIModifiableState | |
CIMovable | |
►NUtils | |
NNumString | |
CG_Singleton | Be aware this will not prevent a non singleton constructor such as T myT = new T(); To prevent that, add protected T () {} to your singleton class |
CG_GraphShader | This class communicates directly with the shader to draw the graphs. Performance here is very important to reduce as much overhead as possible, as we are updating hundreds of values every frame |
►CGraphyDebugger | Main class to access the Graphy Debugger API |
CDebugCondition | |
CDebugPacket | |
CGraphyManager | Main class to access the Graphy API |
CGraphyMenuItem | |
►NTeal | |
CAuthenticator | |
CCachedMethod | |
CCaches | |
CConnectionProps | |
►CControls | |
CInputVars | |
CDedicatedServerConfig | |
CDedicatedServerPatcher | |
CDownload | |
CEventor | |
CGameClient | |
CGameClientConnectEvent | |
CGameClientDisconnectEvent | |
CGameClientEvent | |
CGameScriptExecution | |
CGameScriptManager | |
CGameServer | |
CGameServerConnectEvent | |
CGameServerDisconnectEvent | |
CGameServerMessageEvent | |
CGlobalAssignPlayerEvent | |
CGlobalPlayerConnectionEvent | |
CGlobalPlayerEvent | |
CGlobalPropertiesEvent | |
CInputVarsEvent | |
CInstantiateParams | |
►CKicking | |
CKickData | |
►CMasterServer | |
CServersList | |
CMonoSingleton | |
CNetStats | |
CNetworkObject | |
CNetworkObjectEvent | |
CNetworkRPC | |
►CNewConnection | |
CSecurityData | |
CSyncFunction | |
CPlayer | |
CPlayerEvent | |
CPlayers | |
CPlayFabMatchmaking | |
CPlayFabMultiplayer | |
CPrefabs | |
CPump | |
CPumpEvent | |
CPumpObject | |
CRcon | |
CSteam | |
►CSyncedProperties | |
CProperty | |
CSystemFunctions | |
►NTriangleNet | |
►NGeometry | |
CContour | |
CEdge | Represents a straight line segment in 2D space |
CIEdge | |
CIPolygon | Polygon interface |
CISegment | Interface for segment geometry |
CITriangle | Triangle interface |
CPoint | Represents a 2D point |
CPolygon | A polygon represented as a planar straight line graph |
CRectangle | A simple rectangle class |
CRegionPointer | Pointer to a region in the mesh geometry. A region is a well-defined subset of the geomerty (enclosed by subsegments) |
CSegment | Represents a straight line segment in 2D space |
CVertex | The vertex data structure |
►NIO | |
CDebugWriter | Writes a the current mesh into a text file |
CIFileFormat | |
CIMeshFormat | Interface for mesh I/O |
CInputTriangle | Simple triangle class for input |
CIPolygonFormat | Interface for geometry input |
CTriangleFormat | Implements geometry and mesh file formats of the the original Triangle code |
CTriangleReader | Helper methods for reading Triangle file formats |
CTriangleWriter | Helper methods for writing Triangle file formats |
►NLogging | |
CILog | A basic log interface |
CILogItem | A basic log item interface |
CLogItem | Represents an item stored in the log |
►NMeshing | |
►NAlgorithm | |
CDwyer | Builds a delaunay triangulation using the divide-and-conquer algorithm |
CIncremental | Builds a delaunay triangulation using the incremental algorithm |
CSweepLine | Builds a delaunay triangulation using the sweepline algorithm |
►NData | |
CBadSubseg | A queue used to store encroached subsegments |
CBadTriangle | A queue used to store bad triangles |
CBadTriQueue | A (priority) queue for bad triangles |
►NIterators | |
CEdgeIterator | Enumerates the edges of a triangulation |
CRegionIterator | Iterates the region a given triangle belongs to and applies an action to each connected trianlge in that region |
CVertexCirculator | |
CConstraintOptions | Mesh constraint options for polygon triangulation |
CGenericMesher | Create meshes of point sets or polygons |
CIConstraintMesher | Interface for polygon triangulation |
CIMesh | Mesh interface |
CIQualityMesher | Interface for polygon triangulation with quality constraints |
CITriangulator | Interface for point set triangulation |
CQualityMesher | Provides methods for mesh quality enforcement and testing |
CQualityOptions | Mesh constraint options for quality triangulation |
►NSmoothing | |
CISmoother | Interface for mesh smoothers |
CSimpleSmoother | Simple mesh smoother implementation |
CVoronoiFactory | Factory which re-uses objects in the smoothing loop to enhance performance |
►NTools | |
CAdjacencyMatrix | The adjacency matrix of the mesh |
CCuthillMcKee | Applies the Cuthill and McKee renumbering algorithm to reduce the bandwidth of the adjacency matrix associated with the mesh |
CQualityMeasure | Provides mesh quality information |
CStatistic | Gather mesh statistics |
CTriangleQuadTree | A Quadtree implementation optimized for triangles |
CVertexSorter | Sort an array of points using quicksort |
►NTopology | |
►NDCEL | |
CDcelMesh | |
CFace | A face of DCEL mesh |
CHalfEdge | |
CVertex | |
COsub | An oriented subsegment |
COtri | An oriented triangle |
CSubSegment | The subsegment data structure |
CTriangle | The triangle data structure |
►NVoronoi | |
►NLegacy | |
CBoundedVoronoiLegacy | The Bounded Voronoi Diagram is the dual of a PSLG triangulation |
CIVoronoi | Voronoi diagram interface |
CSimpleVoronoi | The Voronoi Diagram is the dual of a pointset triangulation |
CVoronoiRegion | Represents a region in the Voronoi diagram |
CBoundedVoronoi | |
CDefaultVoronoiFactory | Default factory for Voronoi / DCEL mesh objects |
CIVoronoiFactory | |
CStandardVoronoi | |
CVoronoiBase | The Voronoi diagram is the dual of a pointset triangulation |
CBehavior | Controls the behavior of the meshing software |
CConfiguration | Configure advanced aspects of the library |
CIPredicates | |
CLog | A simple logger, which logs messages to a List |
CMeshDrawer | |
CNewLocation | Find new Steiner point locations |
CRobustPredicates | Adaptive exact arithmetic geometric predicates |
CTriangleLocator | Locate triangles in a mesh |
CTriangleNetMesh | Mesh data structure |
CTrianglePool | |
CTriangleSampler | Used for triangle sampling in the TriangleLocator class |
►NUberAudio | |
CAudioBankMounter | |
CAudioEmitter | An audio emitter is UberAudio's version of an AudioSource. AudioManager.Play() returns an AudioEmitter GameObject AudioEmitters automatically track the life, position, etc of the GameObject they're attached to |
CAudioEvent | |
CAudioEventBank | |
CAudioEventEditor | |
CAudioEventWizard | |
CAudioManager | |
CAudioManagerCreator | |
►NUltimateRadialMenuExample | |
►NCharacterInventory2D | |
►CCharacterInventoryGameManager | |
CItemInformation | |
CPlayerController | |
CWorldItem | |
►NUnityStandardAssets | |
►NCinematicEffects | |
CAntiAliasing | |
CAntiAliasingEditor | |
►CFXAA | |
CConsoleSettings | |
►CPreset | |
CLayoutAttribute | |
CQualitySettings | |
CFXAAEditor | |
CIAntiAliasing | |
CIAntiAliasingEditor | |
CMinAttribute | |
CRenderTextureUtility | |
►CSMAA | |
CExperimentalGroup | |
CGlobalSettings | |
CPredicationSettings | |
CQualitySettings | |
CSettingsGroup | |
CTemporalSettings | |
CTopLevelSettings | |
CSMAAEditor | |
►CTonemappingColorGrading | |
CBasicsSettings | |
CChannelMixer | |
CChannelMixerSettings | |
CColorGradingSettings | |
CColorWheelGroup | |
CColorWheelsSettings | |
CCurve | |
CCurvesSettings | |
CEyeAdaptationSettings | |
CIndentedGroup | |
CLUTSettings | |
CSettingsGroup | |
CTonemappingSettings | |
CTonemappingColorGradingEditor | |
►NImageEffects | |
CAntialiasing | |
CAntialiasingEditor | |
CBloom | |
CBloomAndFlares | |
CBloomAndFlaresEditor | |
CBloomEditor | |
CBloomOptimized | |
CBlur | |
CBlurOptimized | |
CCameraMotionBlur | |
CCameraMotionBlurEditor | |
CColorCorrectionCurves | |
CColorCorrectionCurvesEditor | |
CColorCorrectionLookup | |
CColorCorrectionLookupEditor | |
CColorCorrectionRamp | |
CContrastEnhance | |
CContrastStretch | |
CCreaseShading | |
CDepthOfField | |
CDepthOfFieldDeprecated | |
CDepthOfFieldDeprecatedEditor | |
CDepthOfFieldEditor | |
CEdgeDetection | |
CFisheye | |
CGlobalFog | |
CGrayscale | |
CImageEffectBase | |
CImageEffects | A Utility class for performing various image based rendering tasks |
CMotionBlur | |
CNoiseAndGrain | |
CNoiseAndScratches | |
CPostEffectsBase | |
CPostEffectsHelper | |
CQuads | |
CScreenOverlay | |
CScreenSpaceAmbientObscurance | |
CScreenSpaceAmbientOcclusion | |
CSepiaTone | |
CSunShafts | |
CTiltShift | |
CTonemapping | |
CTonemappingEditor | |
CTriangles | |
CTwirl | |
CVignetteAndChromaticAberration | |
CVignetteAndChromaticAberrationEditor | |
CVortex | |
►NVectrosity | |
CBrightnessControl | |
CCapInfo | |
CIVectorObject | |
CLineManager | |
CRefInt | |
CVector3Pair | |
CVectorChar | |
CVectorLine | |
CVectorManager | |
CVectorObject2D | |
CVectorObject3D | |
CVisibilityControl | |
CVisibilityControlAlways | |
CVisibilityControlStatic | |
►NWebSocketListener | |
CIWebSocketConnection | |
CListenerWebSocketBehavior | |
►NWebSocketSharp | |
►NNet | |
►NWebSockets | |
CHttpListenerWebSocketContext | Provides the access to the information in a WebSocket handshake request to a HttpListener instance |
CWebSocketContext | Exposes the access to the information in a WebSocket handshake request |
CClientSslConfiguration | Stores the parameters for the SslStream used by clients |
CCookie | Provides a set of methods and properties used to manage an HTTP cookie |
CCookieCollection | Provides a collection of instances of the Cookie class |
CCookieException | The exception that is thrown when a Cookie gets an error |
CHttpBasicIdentity | Holds the username and password from an HTTP Basic authentication attempt |
CHttpDigestIdentity | Holds the username and other parameters from an HTTP Digest authentication attempt |
CHttpListener | Provides a simple, programmatically controlled HTTP listener |
CHttpListenerContext | Provides the access to the HTTP request and response objects used by the HttpListener class |
CHttpListenerException | The exception that is thrown when an error occurs processing an HTTP request |
CHttpListenerPrefixCollection | Provides a collection used to store the URI prefixes for a instance of the HttpListener class |
CHttpListenerRequest | Represents an incoming HTTP request to a HttpListener instance |
CHttpListenerResponse | Represents an HTTP response to an HTTP request received by a HttpListener instance |
CHttpVersion | Provides the HTTP version numbers |
CNetworkCredential | Provides the credentials for the password-based authentication |
CServerSslConfiguration | Stores the parameters for the SslStream used by servers |
CWebHeaderCollection | Provides a collection of the HTTP headers associated with a request or response |
►NServer | |
CHttpRequestEventArgs | Represents the event data for the HTTP request events of the HttpServer class |
CHttpServer | Provides a simple HTTP server |
CIWebSocketSession | Exposes the access to the information in a WebSocket session |
CWebSocketBehavior | Exposes a set of methods and properties used to define the behavior of a WebSocket service provided by the WebSocketServer or HttpServer class |
CWebSocketServer | Provides a WebSocket protocol server |
CWebSocketServiceManager | Provides the management function for the WebSocket services |
CWebSocketSessionManager | Provides the management function for the sessions in a WebSocket service |
CCloseEventArgs | Represents the event data for the WebSocket.OnClose event |
CErrorEventArgs | Represents the event data for the WebSocket.OnError event |
CLogData | Represents a log data used by the Logger class |
CLogger | Provides a set of methods and properties for logging |
CMessageEventArgs | Represents the event data for the WebSocket.OnMessage event |
CWebSocket | Implements the WebSocket interface |
CWebSocketException | The exception that is thrown when a fatal error occurs in the WebSocket communication |
►NZionBandwidthOptimizer | |
►NBitPacking | |
CBitPacker | A first-in-first-out (FIFO) bit packer that stores data in 4-byte chunks and can be manipulated on a bit level |
CIBitSerializable | Enables an object to be serialized into or deserialized from a bit packer |
►NCompression | |
CCompressorFloat | Compresses floats to a given range with a given precision. http://stackoverflow.com/questions/8382629/compress-floating-point-numbers-with-specified-range-and-precision |
CCompressorFloatConfig | Data struct to cofigure a float compressor |
CCompressorInt | Compresses integers to a given range |
CCompressorIntConfig | Data struct to cofigure an integer compressor |
NUtils | |
CBandwidthOptimizer | Allows you to reduce your bandwidth using bit-packing and compression |