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class in UnityEngine
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CloseAccesses remote settings (common for all game instances).
In order to fetch the Remote Settings, you need an active internet
connection. Remote Settings will be fetched once every session.
You can subscribe to the RemoteSettings.Updated
event to be notified
when a new version of the settings has been fetched.
You can only store basic types in the Remote Settings (int, double,
string and booleans).
#pragma strict public class NewBehaviourScript extends MonoBehaviour { // Use this for initialization function Start() { // Add this class's updated settings handler to the RemoteSettings.Updated event. RemoteSettings.Updated += new RemoteSettings.UpdatedEventHandler(RemoteSettingsUpdated); } function RemoteSettingsUpdated() { Debug.Log("***** GOT NEW REMOTE SETTINGS ******"); Debug.Log(RemoteSettings.GetInt("testInt")); Debug.Log(RemoteSettings.GetString("testString")); Debug.Log(RemoteSettings.GetFloat("testFloat")); Debug.Log(RemoteSettings.GetBool("testBool")); Debug.Log(RemoteSettings.GetBool("testFakeKey")); Debug.Log(RemoteSettings.GetBool("testFakeKey", true)); Debug.Log(RemoteSettings.HasKey("qqq")); Debug.Log(RemoteSettings.HasKey("testInt")); Debug.Log(RemoteSettings.GetBool("unity.heatmaps")); } // Update is called once per frame function Update() { } }
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class NewBehaviourScript : MonoBehaviour { // Use this for initialization void Start() { // Add this class's updated settings handler to the RemoteSettings.Updated event. RemoteSettings.Updated += new RemoteSettings.UpdatedEventHandler(RemoteSettingsUpdated); }
void RemoteSettingsUpdated() { Debug.Log("***** GOT NEW REMOTE SETTINGS ******"); Debug.Log(RemoteSettings.GetInt("testInt")); Debug.Log(RemoteSettings.GetString("testString")); Debug.Log(RemoteSettings.GetFloat("testFloat")); Debug.Log(RemoteSettings.GetBool("testBool")); Debug.Log(RemoteSettings.GetBool("testFakeKey")); Debug.Log(RemoteSettings.GetBool("testFakeKey", true)); Debug.Log(RemoteSettings.HasKey("qqq")); Debug.Log(RemoteSettings.HasKey("testInt")); Debug.Log(RemoteSettings.GetBool("unity.heatmaps")); }
// Update is called once per frame void Update() { } }
ForceUpdate | Forces the game to download the newest settings from the server and update its values. |
GetBool | Returns the value corresponding to key in the remote settings if it exists. |
GetCount | Returns number of keys in remote settings. |
GetFloat | Returns the value corresponding to key in the remote settings if it exists. |
GetInt | Returns the value corresponding to key in the remote settings if it exists. |
GetKeys | Returns all the keys in remote settings. |
GetString | Returns the value corresponding to key in the remote settings if it exists. |
HasKey | Returns true if key exists in the remote settings. |
Updated | This event occurs when a new RemoteSettings is fetched and successfully parsed from the server. |
UpdatedEventHandler | This event occurs when a new RemoteSettings is fetched and successfully parsed from the server. |