Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


Emit

Sends a fire-and-forget message to all ChannelClient s connected to the "events" route.
Read time 1 minuteLast updated 12 days ago

Definition

Emit(string, Object, int, EventDataSerialization)

Sends a fire-and-forget message to all ChannelClients connected to the "events" route.
public static void Emit(string eventType, object args = null, int targetId = -1, EventDataSerialization eventDataSerialization = EventDataSerialization.JsonUtility)

Parameters

eventType

The message's type name.

args

The arguments sent with the message.

targetId

When you send the event to a specific connection, this is the connection ID. By default it is set to -1, which sends the message to all other EventServices.

eventDataSerialization

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.

Emit(string, Object[], int, EventDataSerialization)

Sends a fire-and-forget message to all ChannelClients connected to the "events" route.
public static void Emit(string eventType, object[] args, int targetId = -1, EventDataSerialization eventDataSerialization = EventDataSerialization.JsonUtility)

Parameters

eventType

The message's type name.

The arguments sent with the message.

targetId

When you send the event to a specific connection, this is the connection ID. By default it is set to -1, which sends the message to all other EventServices.

eventDataSerialization

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.