/// <summary> /// Sends data to all players in the match. /// </summary> /// <returns>The error code; 0 means successful.</returns> /// <param name="data">A byte array representing the data to be sent.</param> /// <param name="reliable">Whether to send it using reliable method; using false for this sends it faster but does not guarantee delivery or the order of delivering multiple data packets.</param> public int SendDataToAll(byte[] data, bool reliable) { int code = 0; var error = new NSError(); if (!gkMatch.SendDataToAllPlayers(NSData.FromByteArray(data), reliable ? GKMatchSendDataMode.Reliable : GKMatchSendDataMode.Unreliable, error)) { code = error.Code(); } error = null; return(code); }
/// <summary> /// Sends data to all players in the match. /// </summary> /// <returns>The error code; 0 means successful.</returns> /// <param name="data">A byte array representing the data to be sent.</param> /// <param name="reliable">Whether to send it using reliable method; using false for this sends it faster but does not guarantee delivery or the order of delivering multiple data packets.</param> public int SendDataToAll(byte[] data, bool reliable) { int code = 0; var error = new NSError(); if (!gkMatch.SendDataToAllPlayers(NSData.FromByteArray(data), reliable ? GKMatchSendDataMode.Reliable : GKMatchSendDataMode.Unreliable, error)) { code = error.Code(); } error = null; return code; }