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PlayPad communication

PlayPadCommunicator

PlayPadCommunicator aggregates all the necessary interface implementations for external communication. This works a little differently in the final PlayPad environment and in the Editor. In the Editor you do not access majority of our services but use default, mock implementations instead. For example, while in the Editor, you cannot play in a tournament and get your score to its leaderboard. Displayed data consists of default values meant only for basic testing. If you need anything more elaborate, you can provide your own implementation.

An instance of the PlayPadCommunicator component is included in the PlayPadCommunicator prefab, which should be included in the lobby scene. That instance is accessible through the PlayPadCommunicator.Instance field after the MonoBehaviour.Awake method executes on it.

The remaining sections of this article describe the most important fields of the PlayPadCommunicator class, which contain instances of different classes implementing interfaces responsible for communicating with PlayPad to utilize different features it offers.

ExternalAuthenticator

Contains events and methods related to authentication and regions. Most of the time, using the SessionManager class is a better approach than accessing the IExternalAuthenticator interface directly.

GameStatusCommunicator

Contains events and methods that make implementing a "Play" button for social tournaments easier. For more information about how a "Play" button should behave in social tournaments see the related section of the manual integration guide

warning

Remeber that IExternalGameStatusCommunicator works only with social tournaments. If you want to start a match outside of a social tournament or use a different type of competitiveness, such as duels or instant tournaments, the IExternalGameStatusCommunicator.PlayGame method won't be suitable and you'll have to use IRoomsManager.StartQuickMatch instead or use the room and matchmaking systems directly.

ExternalUiCommunicator

Contains methods that allow opening different modal windows in PlayPad. All of those modal windows are opened by PlayPad over the game and allow the user to interact with PlayPad directly, though its native UI.

TournamentCommunicator

Members of this type allow fetching data about social tournaments and instant tournaments, as well as setting the current active social tournament through the SetActiveTournament method.

LeaderboardCommunicator

Exposes tournament leaderboards, as well as user's all-time high score.

VirtualDepositCommunicator

Gives access to user's battle wallet.