void Start() { glsdk = GlasslabSDK.Instance; // Connect to the server and set basic app information // The first parameter indicates the location of the internal SDK database // for storing telemetry information. Leave this blank for iOS deployment. Debug.Log( "Attempting to connect..." ); glsdk.Connect( Application.persistentDataPath, "TEST", "http://developer.playfully.org", ConnectDone ); glsdk.SetName( "My Awesome Game" ); glsdk.SetVersion( "1.0" ); }
void Start() { glsdk = GlasslabSDK.Instance; // Connect to the server and set basic app information // The first parameter indicates the location of the internal SDK database // for storing telemetry information. Leave this blank for iOS deployment. Debug.Log("Attempting to connect..."); glsdk.Connect(Application.persistentDataPath, "TEST", "http://developer.playfully.org", ConnectDone); glsdk.SetName("My Awesome Game"); glsdk.SetVersion("1.0"); }
void Start() { glsdk = GlasslabSDK.Instance; // Connect to the server and set basic app information // The first parameter indicates the location of the internal SDK database // for storing telemetry information. Leave this blank for iOS deployment. glsdk.Connect( "", "MAG-1", "http://myURL.org" ); glsdk.SetName( "My Awesome Game" ); glsdk.SetVersion( "1.0" ); // Attempt to login. Debug.Log( "Login..." ); glsdk.Login( "testUsername", "testPassword", LoginDone ); }
void Start() { glsdk = GlasslabSDK.Instance; // Connect to the server and set basic app information // The first parameter indicates the location of the internal SDK database // for storing telemetry information. Leave this blank for iOS deployment. glsdk.Connect("", "MAG-1", "http://myURL.org"); glsdk.SetName("My Awesome Game"); glsdk.SetVersion("1.0"); // Attempt to login. Debug.Log("Login..."); glsdk.Login("testUsername", "testPassword", LoginDone); }
/*void Update() { if( Input.touchCount > 0 ) { glsdk.AddTelemEventValue( "string key", "asd" ); glsdk.AddTelemEventValue( "int key", 0 ); glsdk.AddTelemEventValue( "float key", 1.23 ); glsdk.SaveTelemEvent( "SampleEvent" ); } }*/ /* * Unity Editor keeps SDK thread alive even when not running, causing a huge server load. * This rectifies that issue. */ public void OnApplicationQuit() { //glsdk.StopThread(); glsdk = null; }
/*void Update() { * if( Input.touchCount > 0 ) { * glsdk.AddTelemEventValue( "string key", "asd" ); * glsdk.AddTelemEventValue( "int key", 0 ); * glsdk.AddTelemEventValue( "float key", 1.23 ); * * glsdk.SaveTelemEvent( "SampleEvent" ); * } * }*/ /* * Unity Editor keeps SDK thread alive even when not running, causing a huge server load. * This rectifies that issue. */ public void OnApplicationQuit() { //glsdk.StopThread(); glsdk = null; }