API reference
One page per type: what it is, its members, what each method takes and returns, and when it throws. The guides explain how the pieces fit together; this section is for looking things up.
Setup
| Type | Description |
|---|---|
ProjectVSettings | The SDK settings asset. Create it with Assets > Create > SilverTiger > ProjectV SDK > Settings, pick the Environment and fill in its fields in the Inspector. |
ProjectVStartupSettings | Which player data the SDK loads at startup. Every option must stay on; ProjectVSettings.Validate fails when one is off. |
ProjectVEnvironment | The server environment the game connects to. Each one has its own server address in ProjectVSettings. |
Startup
| Type | Description |
|---|---|
IProjectVStartupPresenter | The startup contract for the Login scene: start it once the game content is loaded, observe the state, and show the screen that matches each ProjectVStartupStatus. |
ProjectVStartupCommandResult | The outcome of one IProjectVStartupPresenter.StartAsync call. |
ProjectVStartupError | Why startup failed, in a form the Login UI can show or localize. |
ProjectVStartupSnapshot | The startup state the Login scene draws. Read-only; every change arrives as a new instance. |
ProjectVStartupAdmissionOutcome | The server's answer to whether this game build may connect. |
ProjectVStartupStatus | Where game startup is right now; the Login scene shows one screen or message per value. |
Authentication
| Type | Description |
|---|---|
IProjectVAuthenticatedSceneGate | Guards scenes that need a signed-in player. A scene checks IsReady; when it is false, it saves itself with RequestReturnTo and opens Login. After sign-in, Login opens the scene from ConsumeReturnScene. You load the scenes; the gate only remembers where to go. |
IProjectVAuthenticationPresenter | The sign-in contract for the Login scene: observe the state, call a command, redraw on change. Commands return a result for server, network and input failures instead of throwing. A command started while another runs waits for it to finish. |
IProjectVGuestIdentityProvider | Gives the Guest ID for this device, to pass to Guest sign-in. |
ProjectVAuthenticationCommandResult | The outcome of one sign-in command. |
ProjectVAuthenticationError | Why a sign-in command failed, in a form the Login UI can show or localize. |
ProjectVAuthenticationSnapshot | The sign-in state the Login scene draws: status, the signed-in player and the last error. Read-only; every change arrives as a new instance. |
ProjectVGuestIdentityProvider | The standard Guest ID source: it creates a random ID once and keeps it on this device, so the player gets the same Guest account on every launch. The ID is not a secret. Uninstalling the game or clearing its data loses the ID and with it the Guest account. |
ProjectVNativeAuthenticationAvailabilityView | The availability of one sign-in provider, from IProjectVAuthenticationPresenter.GetNativeAvailability. |
ProjectVNativeAuthenticationOptions | Extra options for Google, Apple and Guest sign-in. Passing null instead is fine. |
ProjectVPasswordRegistrationInput | What the player typed into the register form. |
ProjectVAuthenticationStatus | Where the player is in sign-in right now. |
ProjectVNativeAuthenticationAvailability | Whether a Google or Apple sign-in button can work on this device and build. |
ProjectVNativeAuthenticationProvider | A sign-in provider that uses the device's own sign-in prompt. |
Account
| Type | Description |
|---|---|
IProjectVAccountPresenter | The Account contract: logout and two-step account deletion (request, then confirm). Observe the state, call a command, redraw on change. Commands return a result for server and network failures instead of throwing. A command started while another runs waits for it to finish. |
ProjectVAccountCommandResult | The outcome of one Account command. |
ProjectVAccountDeletionChallenge | A pending account deletion that the player still has to confirm. |
ProjectVAccountError | Why an Account command failed, in a form the UI can show or localize. |
ProjectVAccountSnapshot | The Account state the UI draws: status, the pending deletion and the last error. Read-only; every change arrives as a new instance. |
ProjectVAccountStatus | What the Account presenter is doing right now: logout or the two-step account deletion. |
Lobby
| Type | Description |
|---|---|
IProjectVLobbyPresenter | Lower-level Lobby state source. Most screens should use IProjectVLobbyScreen, which loads and redraws for you. |
IProjectVLobbyScreen | The Lobby screen contract: observe the view and redraw on change. Loading and refreshing are handled for you. |
ProjectVLobbyCommandResult | The outcome of IProjectVLobbyPresenter.RefreshAsync. |
ProjectVLobbyError | Why the last Lobby load failed. |
ProjectVLobbyProfile | The player's identity and level as shown in the Lobby. Read-only. |
ProjectVLobbySnapshot | The Lobby presenter state: status, profile and the last error. Read-only; every change arrives as a new snapshot. |
ProjectVLobbyView | Everything the Lobby draws: the confirmed profile, never an in-flight request. |
ProjectVLobbyStatus | What the Lobby presenter is doing right now. |