docs:api:getauthvalue
GetAuthValue
public static string GetAuthValue(string key, Dictionary<string, object> flattenedData)
Summary:
- A Dictionary exists in the LivelyWebGL SDK, which holds all the values that were found in the supabase user session data, when the user logged in.
- A list off all this data cann be found in the supabase tools, under the LWT Editor Window
You can also add your own metadata to the user session data!
Example:
//C#
void UpdatePlayerUniquePlays()
{
// it wont exist the first time we look for it
string plays = LivelyWebGL.Supabase.Auth.Session.GetAuthValue("user.user_metadata.plays", LivelyWebGL.Supabase.Auth.Session.FlattenedAuthUserdata);
int playsInt = 0;
// so since its going to be null the first time, we skip this step
if (!string.IsNullOrEmpty(plays) && int.TryParse(plays, out int parsed))
playsInt = parsed;
// we add to the total amount of unique plays from this user
playsInt++;
// we then create a payload to hold the updated changes
var userData = new Dictionary<string, object>
{
{ "plays", playsInt}
};
// since the updateMeatadata uses a coroutine to update, we need to reference any active gameobject with a monobehaviour
LivelyWebGL.Supabase.Auth.Session.UpdateMetadata(
this, // since this script is a monobehcaviour and the gameobject is active, we can reference this script
GetSupabasePreset, // we pass the supabasePreset information so that we can authenticate our request
userData, // and we pass the userData we want to update
AfterPlaysUpdated, // what happens when successful
AfterPlaysFailedToUpdate // what happens if it didn't save?
);
}
docs/api/getauthvalue.txt · Last modified: by admin
