Request
Sends a request to all connected clients on the "events" channel.
Read time 2 minutesLast updated 13 days ago
Definition
- Type: Method
- Namespace: UnityEditor.MPE
- Assembly: UnityEditor.CoreModule
Request(string, Action<Exception, Object[]>, Object, long, EventDataSerialization)
Sends a request to all connected clients on the "events" channel.
public static void Request(string eventType, Action<Exception, object[]> promiseHandler, object args = null, long timeoutInMs = 700, EventDataSerialization eventDataSerialization = EventDataSerialization.JsonUtility)
Parameters
The request's event type name.
The handler called when the Request is either fulfilled or cancelled, or times out.
Arguments sent with the request event.
The timeout value in milliseconds. After this amount of time passes the Request is considered to be cancelled.
Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson.
Remarks
Any client can attempt fulfill the request but only the first client that acknowledges the request can actually fulfill it.
Request(string, Action<Exception, Object[]>, Object[], long, EventDataSerialization)
Sends a request to all connected clients on the "events" channel.
public static void Request(string eventType, Action<Exception, object[]> promiseHandler, object[] args, long timeoutInMs = 700, EventDataSerialization eventDataSerialization = EventDataSerialization.JsonUtility)
Parameters
The request's event type name.
The handler called when the Request is either fulfilled or cancelled, or times out.
Arguments sent with the request event.
The timeout value in milliseconds. After this amount of time passes the Request is considered to be cancelled.
Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson.
Remarks
Any client can attempt fulfill the request but only the first client that acknowledges the request can actually fulfill it.