UnityEngine.UnityConnectModule.xml
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.UnityConnectModule</name>
</assembly>
<member name="T:UnityEngine.Analytics.AnalyticsSessionInfo">
<summary>
<para>Accesses for Analytics session information (common for all game instances).</para>
</summary>
</member>
<member name="P:UnityEngine.Analytics.AnalyticsSessionInfo.sessionElapsedTime">
<summary>
<para>Session time since the begining of player game session.</para>
</summary>
</member>
<member name="P:UnityEngine.Analytics.AnalyticsSessionInfo.sessionId">
<summary>
<para>Session id is used for tracking player game session.</para>
</summary>
</member>
<member name="P:UnityEngine.Analytics.AnalyticsSessionInfo.sessionState">
<summary>
<para>Session state.</para>
</summary>
</member>
<member name="?:UnityEngine.Analytics.AnalyticsSessionInfo.sessionStateChanged(UnityEngine.Analytics.AnalyticsSessionInfo/SessionStateChanged)">
<summary>
<para>This event occurs when a Analytics session state changes.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Analytics.AnalyticsSessionInfo.userId">
<summary>
<para>UserId is random GUID to track a player and is persisted across game session.</para>
</summary>
</member>
<member name="T:UnityEngine.Analytics.AnalyticsSessionInfo.SessionStateChanged">
<summary>
<para>This event occurs when a Analytics session state changes.</para>
</summary>
<param name="sessionState">Current session state.</param>
<param name="sessionId">Current session id.</param>
<param name="sessionElapsedTime">Game player current session time.</param>
<param name="sessionChanged">Set to true when sessionId has changed.</param>
</member>
<member name="T:UnityEngine.Analytics.AnalyticsSessionState">
<summary>
<para>Session tracking states.</para>
</summary>
</member>
<member name="F:UnityEngine.Analytics.AnalyticsSessionState.kSessionPaused">
<summary>
<para>Session tracking has paused.</para>
</summary>
</member>
<member name="F:UnityEngine.Analytics.AnalyticsSessionState.kSessionResumed">
<summary>
<para>Session tracking has resumed.</para>
</summary>
</member>
<member name="F:UnityEngine.Analytics.AnalyticsSessionState.kSessionStarted">
<summary>
<para>Session tracking has started.</para>
</summary>
</member>
<member name="F:UnityEngine.Analytics.AnalyticsSessionState.kSessionStopped">
<summary>
<para>Session tracking has stopped.</para>
</summary>
</member>
<member name="T:UnityEngine.RemoteSettings">
<summary>
<para>Accesses remote settings (common for all game instances).</para>
</summary>
</member>
<member name="M:UnityEngine.RemoteSettings.ForceUpdate">
<summary>
<para>Forces the game to download the newest settings from the server and update its values.</para>
</summary>
</member>
<member name="M:UnityEngine.RemoteSettings.GetBool(System.String)">
<summary>
<para>Returns the value corresponding to key in the remote settings if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.RemoteSettings.GetBool(System.String,System.Boolean)">
<summary>
<para>Returns the value corresponding to key in the remote settings if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.RemoteSettings.GetCount">
<summary>
<para>Returns number of keys in remote settings.</para>
</summary>
</member>
<member name="M:UnityEngine.RemoteSettings.GetFloat(System.String)">
<summary>
<para>Returns the value corresponding to key in the remote settings if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.RemoteSettings.GetFloat(System.String,System.Single)">
<summary>
<para>Returns the value corresponding to key in the remote settings if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.RemoteSettings.GetInt(System.String)">
<summary>
<para>Returns the value corresponding to key in the remote settings if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.RemoteSettings.GetInt(System.String,System.Int32)">
<summary>
<para>Returns the value corresponding to key in the remote settings if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.RemoteSettings.GetKeys">
<summary>
<para>Returns all the keys in remote settings.</para>
</summary>
</member>
<member name="M:UnityEngine.RemoteSettings.GetString(System.String)">
<summary>
<para>Returns the value corresponding to key in the remote settings if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.RemoteSettings.GetString(System.String,System.String)">
<summary>
<para>Returns the value corresponding to key in the remote settings if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.RemoteSettings.HasKey(System.String)">
<summary>
<para>Returns true if key exists in the remote settings.</para>
</summary>
<param name="key"></param>
</member>
<member name="?:UnityEngine.RemoteSettings.Updated(UnityEngine.RemoteSettings/UpdatedEventHandler)">
<summary>
<para>This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.</para>
</summary>
<param name="value"></param>
</member>
<member name="T:UnityEngine.RemoteSettings.UpdatedEventHandler">
<summary>
<para>This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.</para>
</summary>
</member>
</members>
</doc>