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Call from Unity runtime

Invoke module endpoints from an authenticated game client in the Unity Editor.
Read time 10 minutesLast updated 2 days ago

Run a module endpoint by calling it from an authenticated game client in the Unity Editor.
To call a module endpoint from the Unity Editor, complete the following tasks:
  1. Link project: Link your Unity Gaming Services (UGS) project with the Unity Editor.
  2. SDK installation: Install the Cloud Code package.
  3. SDK setup: Create a script and initialize the SDKs.
  4. Authentication: Sign in the player with the Authentication SDK.
  5. Calling a Cloud Code module endpoint: Add the module call to your script.
  6. Run the script: Make your module available, then test the call in Play mode.
Note
If a module hasn't received any traffic in the last 15 minutes, you might experience a cold start latency. Any subsequent calls to the module are faster. It's possible to mitigate this by pre-warming the module, thereby reducing cold start latency.

Prerequisites

To use Cloud Code in the Unity Editor, you must first install the Cloud Code SDK and link your Unity Gaming Services project to the Unity Editor.
Link your Unity Gaming Services project with the Unity Editor. You can find your UGS project ID in the Unity Dashboard.
  1. In Unity Editor, select Edit > Project Settings > Services.
  2. Link your project.
    • If your project doesn't have a Unity project ID:
      1. Select Create a Unity Project ID > Organizations, then select an organization from the dropdown menu.
      2. Select Create project ID.
    • If you have an existing Unity project ID:
      1. Select Use an existing Unity project ID.
      2. Select an organization and a project from the dropdown menus.
      3. Select Link project ID.
Your Unity Project ID appears, and the project is now linked to Unity services. You can also access your project ID in a Unity Editor script using
UnityEditor.CloudProjectSettings.projectId
.

SDK installation

To install the latest Cloud Code package for Unity Editor:
  1. In the Unity Editor, open Window > Package Manager.
  2. In the Package Manager, select the Unity Registry list view.
  3. Search for
    com.unity.services.cloudcode
    , or locate the Cloud Code package in the list.
  4. Select the package, then click Install.
Note
Check Unity - Manual: Package Manager window to familiarize yourself with the Unity Package Manager interface.

SDK setup

To get started with the Cloud Code SDK:
  1. Ensure the service is enabled via the Cloud Code service dashboard page.
  2. Ensure that you have installed both the Cloud Code and the Authentication SDKs.
  3. Sign into your cloud project from within Unity Editor by selecting Edit > Project Settings > Services.
  4. Create a new C# Monobehaviour script in Unity Editor. Refer to Creating and using scripts in the Unity Manual.
  5. In the script, initialize the Core SDK using await
    UnityServices.InitializeAsync()
    .
  6. In the script, initialize the Authentication SDK.

Authentication

Players must have a valid player ID and access token to access the Cloud Code services. You must authenticate players with the Authentication SDK before using any of the Cloud Code APIs. You can do this by initializing the Authentication SDK inside a C# Monobehaviour script. Refer to Authenticate players.
To initialize the Authentication SDK, include the following in your C# Monobehaviour script:
C#
await AuthenticationService.Instance.SignInAnonymouslyAsync();
The recommended best practice is to get started with anonymous authentication. The following example demonstrates how to start anonymous authentication using the Authentication package and log the player ID in a script within Unity Editor.
C#
using Unity.Services.Authentication;using System.Threading.Tasks;using Unity.Services.Core;using UnityEngine;public class AuthenticationExample : MonoBehaviour{ internal async Task Awake() { await UnityServices.InitializeAsync(); await SignInAnonymously(); } private async Task SignInAnonymously() { AuthenticationService.Instance.SignedIn += () => { var playerId = AuthenticationService.Instance.PlayerId; Debug.Log("Signed in as: " + playerId); }; AuthenticationService.Instance.SignInFailed += s => { // Take some action here... Debug.Log(s); }; await AuthenticationService.Instance.SignInAnonymouslyAsync(); }}

Calling a Cloud Code module endpoint

After including authentication in your newly created script, you are ready to call a Cloud Code module endpoint. Include the following namespace to integrate Cloud Code into your Unity Editor project:
using Unity.Services.CloudCode;
The samples below assume your project contains a module called
HelloWorld
with an endpoint called
RollDice
with the following code:
using System;using System.Threading.Tasks;using Unity.Services.CloudCode.Core;namespace HelloWorld;public class HelloWorld{ public class Response { public Response(int roll, int sides) { Roll = roll; Sides = sides; } public int Roll { get; set; } public int Sides { get; set; } } [CloudCodeFunction("RollDice")] public async Task<Response> RollDice(int diceSides) { var random = new Random(); var roll = random.Next(1, diceSides); return new Response(roll, diceSides); }}

Use editor bindings

You can generate editor bindings for your Cloud Code modules, so that you can use them in the Unity Editor interface. Refer to Generate bindings for more information.
The following examples are a type-safe way to call your Cloud Code modules from the Unity Editor. Create a C# MonoBehaviour script
RollDiceExample
in the Unity Editor, and include the following code:
C#
using Unity.Services.Authentication;using Unity.Services.CloudCode;using Unity.Services.CloudCode.GeneratedBindings;using Unity.Services.Core;using UnityEngine;public class RollDiceExample : MonoBehaviour{ private async void Start() { // Initialize the Unity Services Core SDK await UnityServices.InitializeAsync(); // Authenticate by logging into an anonymous account await AuthenticationService.Instance.SignInAnonymouslyAsync(); try { // Call the function within the module and provide the parameters we defined in there var module = new HelloWorldBindings(CloudCodeService.Instance); var result = await module.RollDice(6); Debug.Log($"You've rolled {result.Roll}/{result.Sides}"); } catch (CloudCodeException exception) { Debug.LogException(exception); } }}

Use
CallModuleEndpointAsync

You can also use the
CallModuleEndpointAsync
API client method, which you can find under
CloudCodeService.Instance
.
C#
/// <summary> /// Calls a Cloud Code function. /// </summary> /// <param name="module">Cloud Code Module to call</param> /// <param name="function">Cloud Code function to call.</param> /// <param name="args">Arguments for the cloud code function. Will be serialized to JSON.</param> /// <typeparam name="TResult">Serialized from JSON returned by Cloud Code.</typeparam> /// <returns>Serialized output from the called function.</returns> /// <exception cref="CloudCodeException">Thrown if request is unsuccessful.</exception> /// <exception cref="CloudCodeRateLimitedException">Thrown if the service returned rate limited error.</exception> Task<TResult> CallModuleEndpointAsync<TResult>(string module, string function, Dictionary<string, object> args = null);
  • The
    module
    parameter is the name of your module.
  • The
    function
    parameter is the name of your module endpoint, which you labeled with the
    CloudCodeFunction
    attribute.
  • The
    args
    parameter is a dictionary of parameters to pass to the module endpoint.
Create a C# Monobehaviour script
RollDiceExample
in the Unity Editor. The following is a full example of how to integrate both Authentication and Cloud Code into your script:
using System.Collections.Generic;using UnityEngine;using Unity.Services.Authentication;using Unity.Services.CloudCode;using Unity.Services.Core;public class RollDiceExample : MonoBehaviour{ // ResultType structure is the serialized response from the RollDice script in Cloud Code private class ResultType { public int Roll; public int Sides; } // Call this method public async void CallMethod() { await UnityServices.InitializeAsync(); // Sign in anonymously into the Authentication service if (!AuthenticationService.Instance.IsSignedIn) await AuthenticationService.Instance.SignInAnonymouslyAsync(); // Creates a dictionary of arguments, setting diceSides to 6 var args = new Dictionary<string, object> { ["diceSides"] = 6 }; // Call out to the RollDice endpoint in the HelloWorld module in Cloud Code var response = await CloudCodeService.Instance.CallModuleEndpointAsync<ResultType>("HelloWorld", "RollDice", args); // Log the response of the module endpoint in console Debug.Log($"You rolled {response.Roll} / {response.Sides}"); }}

Run the script

If you use the
CallModuleEndpointAsync
example, add the following
Start()
method to the
RollDiceExample
class, so the script calls
CallMethod()
when it starts:
public void Start(){ CallMethod();}
To run the script in the Unity Editor:
  1. Attach the script to a GameObject in your scene.
  2. Make your module available to the script in one of the following ways:
  3. In the toolbar, select Play to enter Play mode.
The Console window displays the result of the module call. If the call fails, make sure that the local server is running, or that the module is deployed to the environment selected in the Unity Editor.
If you enter Play mode through a Multiplayer Play Mode scenario with Deploy to Cloud Code enabled, the scenario chooses the server instead. Refer to Multiplayer Play Mode integration.

Reduce cold start latency

Every C# module in a project runs in the same module host. If the module host hasn't served a call in the last 15 minutes, the first module call waits while the host starts. Use
ModuleHostWarmup
to start the module host when the player signs in, so it's ready by the time the game calls a module.
ModuleHostWarmup
is in the
Unity.Services.CloudCode
namespace. One warm-up covers every module in the project, so use the shared
ModuleHostWarmup.Default
instance.

Arm the warm-up

Call
Arm()
at
BeforeSceneLoad
or later:
using Unity.Services.CloudCode;using UnityEngine;static class CloudCodeStartup{ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void ArmModuleHostWarmup() { ModuleHostWarmup.Default.Arm(); }}
Arm()
waits for Unity Services to initialize and a player to sign in, then sends a warm-up request. If a player is already signed in, it sends the request immediately. The warm-up runs once for each call to
Arm()
, because one module host serves every player in the project. Calling
Arm()
again while the warm-up is armed has no effect.
If you call
Arm()
before Unity Services exists, it logs a warning and does nothing.

Wait for the module host

ModuleHostWarmup
has two properties that report the warm-up's progress:

Property

Description

IsWarm
true
after the module host responds to the warm-up request.
Task
The warm-up in progress, or
null
if it hasn't started yet. The task completes when the module host is ready, faults with a
CloudCodeException
if the module host doesn't start. Calling
Reset()
cancels it.
To make sure the first module call doesn't wait for the module host to start, await
Task
before the call:
using System.Threading.Tasks;using Unity.Services.CloudCode;using UnityEngine;public class FirstModuleCall : MonoBehaviour{ async Task WaitForModuleHostAsync() { var warmup = ModuleHostWarmup.Default; if (warmup.IsWarm || warmup.Task == null) return; try { await warmup.Task; } catch (CloudCodeException e) { Debug.LogWarning($"Module host warm-up failed: {e.Message}"); } }}
While the module host is starting, the warm-up retries up to five times with exponential backoff. It doesn't retry errors that waiting can't fix, such as authentication errors or rate limiting. After a failed warm-up, call
Arm()
again to retry.
If the host doesn't support warm-up requests, as with the local Cloud Code server,
Task
completes without an error and
IsWarm
stays
false
, but module calls work as normal.

Warm up a separate Unity Services instance

If your game calls Cloud Code through its own
IUnityServices
instance, create a
ModuleHostWarmup
for that instance instead of using
Default
. Call
Reset()
when you stop using the instance.
Reset()
cancels any warm-up in progress and stops waiting for a player to sign in. The next call to
Arm()
starts again.
var warmup = new ModuleHostWarmup(services);warmup.Arm();// When you stop using the services instance:warmup.Reset();

Additional resources