Implement Classes In-Game

Currently the In-Game implementation has not been renamed, so you will see 'Character' in a lot of our functions.

Create Classes

string characterTypeID = "5";
string characterName = "Mage";

LootLockerSDKManager.CreateCharacter(characterTypeID, characterName, true, (response) =>
{
    if (!response.success)
    {
        Debug.Log("Could not create Character");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

Update Class

string characterID = "5";
string characterName = "Mage";

LootLockerSDKManager.UpdateCharacter(characterID, characterName, true, (response) =>{

    if (!response.success)
    {
        Debug.Log("Could not update Character");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

List Class Types

LootLockerSDKManager.ListCharacterTypes((response) =>
{

    if (!response.success)
    {
        Debug.Log("Could not list Character types");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

List Player Classes

If your game uses heroes the characters underlying the heroes will be listed too.

LootLockerSDKManager.ListPlayerCharacters((response) =>
{
    if (!response.success)
    {
        Debug.Log("Could not list Characters");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

Get Class loadout

This call will return all characters loadouts for a game, and have some additional information on the characters.

LootLockerSDKManager.GetCharacterLoadout((response) =>
{
    if (!response.success)
    {
        Debug.Log("Could not list Character loadouts");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

Get Other Players Class loadout

string playerID = "10";
LootLockerSDKManager.GetOtherPlayersCharacterLoadout(playerID, (response) =>
{

    if (!response.success)
    {
        Debug.Log("Could not get other players loadout");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

Equip Asset to Default Class

string assetID = "15120";
LootLockerSDKManager.EquipIdAssetToDefaultCharacter(assetID, (response) =>
{
    if (!response.success)
    {
        Debug.Log("Could not equip asset");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

Equip Asset to Class

string characterID = "10";
string assetID = "15120";
LootLockerSDKManager.EquipIdAssetToCharacter(characterID, assetID, (response) =>
{
    if (!response.success)
    {
        Debug.Log("Could not equip asset");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

Unequip Asset from Default Class

LootLockerSDKManager.UnEquipIdAssetToCharacter(assetID, (response) =>
{
    if (!response.success)
    {
        Debug.Log("Could not unequip asset");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

Get Equippable Contexts to Default Class

LootLockerSDKManager.GetEquipableContextToDefaultCharacter((response) =>
{
    if (!response.success)
    {
        Debug.Log("Could not get equippable Contexts");
        return;
    }

});

To see what data gets returned, please refer to our Reference Documentation.

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