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RemoteSettings

class in UnityEngine

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Description

Accesses remote settings (common for all game instances).

In order to fetch the Remote Settings, you need an active internet connection. Remote Settings will be fetched once every session.

You can subscribe to the RemoteSettings.Updated event to be notified when a new version of the settings has been fetched.

You can only store basic types in the Remote Settings (int, double, string and booleans).

#pragma strict
public class NewBehaviourScript extends MonoBehaviour {
	// Use this for initialization
	function Start() {
		// Add this class's updated settings handler to the RemoteSettings.Updated event.
		RemoteSettings.Updated += new RemoteSettings.UpdatedEventHandler(RemoteSettingsUpdated);
	}
	function RemoteSettingsUpdated() {
		Debug.Log("***** GOT NEW REMOTE SETTINGS ******");
		Debug.Log(RemoteSettings.GetInt("testInt"));
		Debug.Log(RemoteSettings.GetString("testString"));
		Debug.Log(RemoteSettings.GetFloat("testFloat"));
		Debug.Log(RemoteSettings.GetBool("testBool"));
		Debug.Log(RemoteSettings.GetBool("testFakeKey"));
		Debug.Log(RemoteSettings.GetBool("testFakeKey", true));
		Debug.Log(RemoteSettings.HasKey("qqq"));
		Debug.Log(RemoteSettings.HasKey("testInt"));
		Debug.Log(RemoteSettings.GetBool("unity.heatmaps"));
	}
	// Update is called once per frame
	function Update() {
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewBehaviourScript : MonoBehaviour { // Use this for initialization void Start() { // Add this class's updated settings handler to the RemoteSettings.Updated event. RemoteSettings.Updated += new RemoteSettings.UpdatedEventHandler(RemoteSettingsUpdated); }

void RemoteSettingsUpdated() { Debug.Log("***** GOT NEW REMOTE SETTINGS ******"); Debug.Log(RemoteSettings.GetInt("testInt")); Debug.Log(RemoteSettings.GetString("testString")); Debug.Log(RemoteSettings.GetFloat("testFloat")); Debug.Log(RemoteSettings.GetBool("testBool")); Debug.Log(RemoteSettings.GetBool("testFakeKey")); Debug.Log(RemoteSettings.GetBool("testFakeKey", true)); Debug.Log(RemoteSettings.HasKey("qqq")); Debug.Log(RemoteSettings.HasKey("testInt")); Debug.Log(RemoteSettings.GetBool("unity.heatmaps")); }

// Update is called once per frame void Update() { } }

Static Methods

ForceUpdateForces the game to download the newest settings from the server and update its values.
GetBoolReturns the value corresponding to key in the remote settings if it exists.
GetCountReturns number of keys in remote settings.
GetFloatReturns the value corresponding to key in the remote settings if it exists.
GetIntReturns the value corresponding to key in the remote settings if it exists.
GetKeysReturns all the keys in remote settings.
GetStringReturns the value corresponding to key in the remote settings if it exists.
HasKeyReturns true if key exists in the remote settings.

Events

UpdatedThis event occurs when a new RemoteSettings is fetched and successfully parsed from the server.

Delegates

UpdatedEventHandlerThis event occurs when a new RemoteSettings is fetched and successfully parsed from the server.

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