PlayResolver
using Coherence.Runtime;
// ensure connection to the play services backend
async Task<bool> PlayResolver.EnsurePlayConnection();Rooms API
// Returns "local" as the region if local server is running.
async Task<string> FetchLocalRegions()
// Returns all the regions where rooms are enabled in the portal.
async Task<IReadOnlyList<string>> FetchRegions()
// Fetch a list of rooms currently active in the given region.
// Optionally, filter by tags provided when creating the room.
async Task<IReadOnlyList<RoomData>> FetchRooms(string region, string[] tags = null)
// Create a new room in the region.
// Sample UI uses key value to set/get room names.
async Task<RoomData> CreateRoom(string region,
int maxClients = 10,
string[] tags = null,
Dictionary<string, string> keyValues = null)
// Start connecting to the room.
// IClient can be accessed through
// MonoBridgeStore.GetBrige(gameObject.scene).Client
// connection success and can be monitored using IClient.OnConnected, etc events.
void JoinRoom(IClient client, RoomData room)
// Convert RoomData to EndpointData, to call IClient.Connect(endpoint) directly.
// The second return value is false if the room data is invalid.
(EndpointData, bool) GetRoomEndpointData(RoomData room)Worlds API
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