<?xml version="1.0" encoding="utf-8" standalone="yes"?> <doc> <members> <assembly> <name>UnityEngine.UnityConnectModule</name> </assembly> <member name="T:UnityEngine.Analytics.AnalyticsSessionInfo"> <summary> <para>Accesses for Analytics session information (common for all game instances).</para> </summary> </member> <member name="P:UnityEngine.Analytics.AnalyticsSessionInfo.sessionElapsedTime"> <summary> <para>Session time since the begining of player game session.</para> </summary> </member> <member name="P:UnityEngine.Analytics.AnalyticsSessionInfo.sessionId"> <summary> <para>Session id is used for tracking player game session.</para> </summary> </member> <member name="P:UnityEngine.Analytics.AnalyticsSessionInfo.sessionState"> <summary> <para>Session state.</para> </summary> </member> <member name="?:UnityEngine.Analytics.AnalyticsSessionInfo.sessionStateChanged(UnityEngine.Analytics.AnalyticsSessionInfo/SessionStateChanged)"> <summary> <para>This event occurs when a Analytics session state changes.</para> </summary> <param name="value"></param> </member> <member name="P:UnityEngine.Analytics.AnalyticsSessionInfo.userId"> <summary> <para>UserId is random GUID to track a player and is persisted across game session.</para> </summary> </member> <member name="T:UnityEngine.Analytics.AnalyticsSessionInfo.SessionStateChanged"> <summary> <para>This event occurs when a Analytics session state changes.</para> </summary> <param name="sessionState">Current session state.</param> <param name="sessionId">Current session id.</param> <param name="sessionElapsedTime">Game player current session time.</param> <param name="sessionChanged">Set to true when sessionId has changed.</param> </member> <member name="T:UnityEngine.Analytics.AnalyticsSessionState"> <summary> <para>Session tracking states.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsSessionState.kSessionPaused"> <summary> <para>Session tracking has paused.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsSessionState.kSessionResumed"> <summary> <para>Session tracking has resumed.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsSessionState.kSessionStarted"> <summary> <para>Session tracking has started.</para> </summary> </member> <member name="F:UnityEngine.Analytics.AnalyticsSessionState.kSessionStopped"> <summary> <para>Session tracking has stopped.</para> </summary> </member> <member name="T:UnityEngine.RemoteSettings"> <summary> <para>Accesses remote settings (common for all game instances).</para> </summary> </member> <member name="M:UnityEngine.RemoteSettings.ForceUpdate"> <summary> <para>Forces the game to download the newest settings from the server and update its values.</para> </summary> </member> <member name="M:UnityEngine.RemoteSettings.GetBool(System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetBool(System.String,System.Boolean)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetCount"> <summary> <para>Returns number of keys in remote settings.</para> </summary> </member> <member name="M:UnityEngine.RemoteSettings.GetFloat(System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetFloat(System.String,System.Single)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetInt(System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetInt(System.String,System.Int32)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetKeys"> <summary> <para>Returns all the keys in remote settings.</para> </summary> </member> <member name="M:UnityEngine.RemoteSettings.GetString(System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.GetString(System.String,System.String)"> <summary> <para>Returns the value corresponding to key in the remote settings if it exists.</para> </summary> <param name="key"></param> <param name="defaultValue"></param> </member> <member name="M:UnityEngine.RemoteSettings.HasKey(System.String)"> <summary> <para>Returns true if key exists in the remote settings.</para> </summary> <param name="key"></param> </member> <member name="?:UnityEngine.RemoteSettings.Updated(UnityEngine.RemoteSettings/UpdatedEventHandler)"> <summary> <para>This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.</para> </summary> <param name="value"></param> </member> <member name="T:UnityEngine.RemoteSettings.UpdatedEventHandler"> <summary> <para>This event occurs when a new RemoteSettings is fetched and successfully parsed from the server.</para> </summary> </member> </members> </doc>