1.4.1 • Published 1 year ago

extensions.unity.network v1.4.1

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1 year ago

Unity Network REST

npm License Stand With Ukraine

REST plugin for client app/game to communicate with single or multiple remote servers using SOLID principles and clean code. Only JSON format is supported for data sending/receiving.

Features

  • :white_check_mark: Supported REST requests
    • ✔️ GET
    • ✔️ POST
    • ✔️ PUT
    • ✔️ DELETE
  • :white_check_mark: JSON serialization/deserialization
  • :white_check_mark: Headers control
  • :white_check_mark: Requests in dedicated background thread

How to install - Option 1 (RECOMMENDED)

  • Install ODIN Inspector
  • Install OpenUPM-CLI
  • Open command line in Unity project folder
  • openupm --registry https://registry.npmjs.org add extensions.unity.network

How to install - Option 2

{
  "dependencies": {
    "extensions.unity.network": "1.4.1",
  },
  "scopedRegistries": [
    {
      "name": "package.openupm.com",
      "url": "https://package.openupm.com",
      "scopes": [
        "extensions.unity",
        "com.cysharp",
        "com.neuecc"
      ]
    }
  ]
}

How to use

STEP 1: Create Server representation as ScriptableObject instance

Create class for representing server, let's call it RemoteServerSO. Extend the class from NetworkSO. In Unity Editor press right mouse click in project and create new instance of server representation using menu: Tools/Remote Server. Select the instance and put into server endpoint. We will use the instance for sending requests to the server.

[CreateAssetMenu(fileName = "RemoteServer", menuName = "Tools/Remote Server", order = 0)]
public class RemoteServerSO : NetworkSO
{

}

STEP 2: Create request

Let's imagine the server by the Enpoint api/data returns the JSON.

Each unique request in REST API should be represented as C# class. Let's create one GET request as example. Need to override Endpoint for this specific request.

public class GetDataRequest : RequestGet<Data>
{
    protected override string Endpoint => $"api/data";

    public GetDataRequest(RemoteServerSO remote) : base(remote) { }
}

Optional data processing

If needed to process received data from the request, need to override OnDataReceived

public class GetDataRequest : RequestGet<Data>
{
    protected override string Endpoint => $"api/data";

    public GetDataRequest(RemoteServerSO remote) : base(remote) { }
    
    protected override UniTask OnDataReceived(Data data)
    {
        // doing something with data
        return base.OnDataReceived(data);
    }
}

STEP 3: Send request

Creating request instance and providing server instance

var request = new GetRemoteConfigs(remoteServer);

Option 1 - just send request

request.SendRequest().Forget();

Option 2 - send request and wait for response with valid data deserialization

var data = (await request.SendRequest()).ResponseData;

Option 3 - send and subscribe on callback

request.SubscribeOnSuccess(data =>
{
    // doing something with data
}, this).SendRequest().Forget();

Request callbacks

Subscription should be done before call SendRequest()

// Response received, data successfully serialized from JSON to C# object
request.SubscribeOnSuccess(data =>
{
    // doing something with data
}, this);

// Response received, raw JSON data provided
request.SubscribeOnSuccessRaw(rawJson =>
{
    // doing something
}, this);

// Response received, JSON can't be deserialized for any reason
request.SubscribeOnSerializationError(rawJson =>
{
    // doing something
}, this);

// HTTP error
request.SubscribeOnHttpError(httpError =>
{
    // doing something
}, this);

// Network error, related with internet connection, can't reach the server at all
request.SubscribeOnNetworkError(networkError =>
{
    // doing something
}, this);

// Progress is float number in range from 0.0f to 1.0f
request.SubscribeOnProgress(progress =>
{
    // doing something with data
}, this);

// Request completed with boolean "success" status (true or false)
request.SubscribeOnComplete(success =>
{
    // doing something with data
}, this);
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