void Start()
    {
        PlayerIO.UnityInit(this);

        PlayerIO.Connect("YourGameIDHere", "public", "YourUserIDHere", null, null,
                         delegate(Client c)
        {
            // connected successfully
            client = c;
            Debug.Log("Connected");

            // if we're using the dev server, connect to the local IP
            if (UseDevServer)
            {
                client.Multiplayer.DevelopmentServer = new ServerEndpoint("127.0.0.1", 8184);

                GetRoomList();
            }
        },
                         delegate(PlayerIOError error)
        {
            // did not connect successfully
            Debug.Log(error.Message);
        });
    }
 public virtual void Connect(Callback <Client> onSuccess, Callback <PlayerIOError> onFail)
 {
     PlayerIO.UseSecureApiRequests = true;
     PlayerIO.UnityInit(this);
     PlayerIO.Authenticate("burst-my-heart-dyhe2gzfzukop2uttnxokw",
                           "public",
                           new Dictionary <string, string> {
         { "userId", "" },
     },
                           null,
                           onSuccess,
                           onFail
                           );
 }
 public virtual void Connect(Callback <Client> onSuccess, Callback <PlayerIOError> onFail)
 {
     PlayerIO.UseSecureApiRequests = true;
     PlayerIO.UnityInit(this);
     PlayerIO.Authenticate("archer-game-2bfjdlweau2y3imzhiljjq",
                           "public",
                           new Dictionary <string, string> {
         { "userId", "" },
     },
                           null,
                           onSuccess,
                           onFail
                           );
 }
    void Start()
    {
        PlayerIO.UnityInit(this);

        PlayerIO.Connect("YourGameIDHere", "public", "YourUserIDHere", null, null,
                         delegate(Client c)
        {
            // connected successfully
            client = c;
            Debug.Log("Connected");
        },
                         delegate(PlayerIOError error)
        {
            // did not connect successfully
            Debug.Log(error.Message);
        });
    }
    void Connect()
    {
        // we need some monobehavior in the scene for player.io to work, but it can be any monobehavior so we’ll just put our NetworkUtils component on it.
        if (GameObject.Find(“_playerIO”) == null)
        {
            GameObject go = new GameObject(“_playerIO”);
            go.AddComponent <NetworkUtils>();
            DontDestroyOnLoad(go);
            PlayerIO.UnityInit(go.GetComponent <NetworkUtils>());
        }

        PlayerIO.Connect("YourGameIDHere", "public", playerName, null, null,
                         delegate(Client client)
        {
            Debug.Log("Connected");

            // store client for later retrieval
            NetworkUtils.client = client;

            // load player object
            client.BigDB.LoadMyPlayerObject(
                delegate(DatabaseObject playerObj)
            {
                // store player object for later retrieval
                NetworkUtils.playerObj = playerObj;

                // read stats from player object
                botsKilled = playerObj.GetInt("Kills", 0);
                botsLost   = playerObj.GetInt("Deaths", 0);
            },
                delegate(PlayerIOError error)
            {
                Debug.Log("Failed loading player object: " + error.Message);
            });
        },
                         delegate(PlayerIOError error)
        {
            Debug.Log("Failed to connect: " + error.Message);
        });
    }