Worlds functionality can also be accessed through the PlayResolver
just like rooms. Worlds work a differently however and are a bit simpler.
First we need to fetch the available worlds. Unlike rooms, worlds cannot be created by a client and need to be setup in the developer portal.
FetchWorlds
in PlayResolver.cs
allows us to fetch the available worlds for our project. This task returns a list of worlds in the form of WorldsData
objects and a boolean that indicates if the operation was successful.
This method also call EnsurePlayConnection
which initializes the needed mechanisms in thePlayResolver
if necessary. EnsurePlayConnection
can also be called directly for initialization.
FetchLocalWorld
in PlayResolver.cs
returns the local world for a local running world server.
The WorldsConnectDialog
populates a dropdown with the worlds returned by both of these methods so we can select a world.
After we've selected a world we can connect to it using:
JoinWorld
in PlayResolver.cs
connects the client that we pass to the method to the world we pass to the method.
The isSimulator
optional parameter is used for simulators and can be ignored for regular client connections (see Simulators).
The WorldsConnectDialog
is an example implementation for Worlds usage.