Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

RemoteSettings

class in UnityEngine

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Accesses 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() { } }

Static Methods

ForceUpdateForces the game to download the newest settings from the server and update its values.
GetBoolReturns the value corresponding to key in the remote settings if it exists.
GetCountReturns number of keys in remote settings.
GetFloatReturns the value corresponding to key in the remote settings if it exists.
GetIntReturns the value corresponding to key in the remote settings if it exists.
GetKeysReturns all the keys in remote settings.
GetStringReturns the value corresponding to key in the remote settings if it exists.
HasKeyReturns true if key exists in the remote settings.

Events

UpdatedThis event occurs when a new RemoteSettings is fetched and successfully parsed from the server.

Delegates

UpdatedEventHandlerThis event occurs when a new RemoteSettings is fetched and successfully parsed from the server.
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答