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To get started, enable listen-server UDP networking for your project on the Unity Dashboard.\n\nFeatures include an allocation service to join game hosts via code, multi-region support, and more.","dependencies":{"com.unity.transport":"1.0.0-pre.10","com.unity.services.core":"1.1.0-pre.41","com.unity.nuget.newtonsoft-json":"2.0.0","com.unity.modules.unitywebrequest":"1.0.0","com.unity.services.authentication":"1.0.0-pre.37","com.unity.modules.unitywebrequestwww":"1.0.0","com.unity.modules.unitywebrequestaudio":"1.0.0","com.unity.modules.unitywebrequesttexture":"1.0.0","com.unity.modules.unitywebrequestassetbundle":"1.0.0"},"dist":{"shasum":"59a208c4f8501fd5096e0a6e2b09e705f9cf6df2","tarball":"https://download.packages.unity.com/com.unity.services.relay/-/com.unity.services.relay-1.0.1-pre.4.tgz"}},"1.0.1-pre.3":{"_id":"com.unity.services.relay@1.0.1-pre.3","type":"asset","_from":"file:com.unity.services.relay-1.0.1-pre.3.tgz","unity":"2020.3","upmCi":{"footprint":"869c5db4b70de1466c7dd11e1ceaef5827dd6219"},"samples":[{"path":"Samples~/SimpleRelay","description":"A sample showcasing the features of the Relay SDK.","displayName":"Simple Relay Sample"}],"_resolved":"/pkgprom/com.unity.services.relay-1.0.1-pre.3.tgz","_integrity":"sha512-qOsKIHuNZ/V/Qe5scGwXenDIvQuqHShO2WQau+rVnSGQJ1Jg3icpFlx6VvOnmbZwXvH7I0P+jtQ6iBBn+VMWYA==","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.services.relay.git","type":"git","revision":"1592f435e478ba4d80f187927f2456fc30ee3a0c"},"_npmVersion":"7.5.2","_nodeVersion":"12.21.0","relatedPackages":{"com.unity.services.relay.tests":"1.0.1-pre.3"},"name":"com.unity.services.relay","version":"1.0.1-pre.3","displayName":"Relay","description":"Connect the players of your peer-hosted games with Relay. 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Your games will also benefit from improved reliability, privacy and the ability to communicate across platforms. To get started, enable listen-server UDP networking for your project on the Unity Dashboard.\n\nFeatures include an allocation service to join game hosts via code, multi-region support, and more.","dependencies":{"com.unity.transport":"1.0.0-pre.6","com.unity.services.core":"1.1.0-pre.10","com.unity.nuget.newtonsoft-json":"2.0.0","com.unity.modules.unitywebrequest":"1.0.0","com.unity.services.authentication":"1.0.0-pre.6","com.unity.modules.unitywebrequestwww":"1.0.0","com.unity.modules.unitywebrequestaudio":"1.0.0","com.unity.modules.unitywebrequesttexture":"1.0.0","com.unity.modules.unitywebrequestassetbundle":"1.0.0"},"dist":{"shasum":"6ad00cabfcad49e3617a3983df0ebc8f78f1ab2f","tarball":"https://download.packages.unity.com/com.unity.services.relay/-/com.unity.services.relay-1.0.1-pre.2.tgz"}},"1.0.1-pre.1":{"_id":"com.unity.services.relay@1.0.1-pre.1","type":"asset","_from":"file:com.unity.services.relay-1.0.1-pre.1.tgz","unity":"2020.3","upmCi":{"footprint":"550f36f50f309e9ecc78b9d1b81ddcf526c88432"},"readme":"# Relay SDK\n\nThe Relay SDK provides methods to Create [Allocations][glossary], Create [Join Codes][glossary] and Use [Join Codes][glossary] to join a host.\n\nRelay SDK depends on the Operate Core SDK. \n\nTo use the SDK the player has to be authenticated, using the Authentication SDK:\n\n## Using the Relay SDK\n\n### Import packages\n\n```csharp\nusing Unity.Services.Authentication;\nusing Unity.Services.Core;\nusing Unity.Services.Relay;\nusing Unity.Services.Relay.Allocations;\nusing Unity.Services.Relay.Http;\nusing Unity.Services.Relay.Models;\n```\n\n### Player authentication\n\nEach player must be authenticated. The simplest way to authenticate players is through anonymous authentication using the Authentication SDK. However, other methods are also supported.\n\n```csharp\ntry\n{\n    await UnityServices.Initialize();\n    await AuthenticationService.Instance.SignInAnonymouslyAsync();\n    var playerID = Authentication.PlayerId;\n}\ncatch (Exception e)\n{\n    Debug.Log(e);\n}\n```\n\n### Setup the host\n\nTypically, the player who is hosting the game creates a Relay server allocation. Allocations reserve capacity on a Relay server and provide a way to address data packets.\n\n```csharp\ntry\n{\n    var maxNumberOfPlayer = 10;\n    Response<AllocateResponseBody> response = await RelayService.AllocationsApiClient.CreateAllocationAsync(new CreateAllocationRequest(new AllocationRequest(maxNumberOfPlayer)));\n    var allocation = allocationTask.Result.Result.Data.Allocation;\n    Debug.Log(allocation.AllocationId);\n}\ncatch (HttpException he)\n{\n    Debug.Log(he);\n}\n```\n\nYou can use join codes to allow the host player to invite other players to join the game. The Relay can generate random join codes that are short and easy to read. The join codes are intended to be shared out-of-band, such as through a third-party chat service.\n\n```csharp\ntry\n{\n    Response<JoinCodeResponseBody> response = await RelayService.AllocationsApiClient.CreateJoincodeAsync(new CreateJoincodeRequest(new JoinCodeRequest(hostAllocationId)));\n    JoinCodeData joinCodeData = response.Result.Data;\n    joinCode = joinCodeData.JoinCode;\n    Debug.Log(joinCode);\n    UpdateUI();\n}\ncatch (HttpException he)\n{\n    Debug.Log(he);\n}\n```\n\n### Setup the client\n\nPlayers can join the host by using the join code. You can use the Relay SDK to connect (that is, a Relay endpoint) to the host player.\n\n```csharp\ntry\n{\n    Response<JoinResponseBody> response = await RelayService.AllocationsApiClient.JoinRelayAsync(new JoinRelayRequest(new JoinRequest(joinCode)));\n    var allocation = response.Result.Data.Allocation;\n    Debug.Log(allocation.AllocationId);\n}\ncatch (HttpException he)\n{\n    Debug.Log(he);\n}\n```\n\n[glossary]: http://documentation.cloud.unity3d.com/en/articles/5371884-relay-glossary","samples":[{"path":"Samples~/SimpleRelay","description":"Example usage of the Unity Relay SDK.","displayName":"Simple Relay Sample"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.services.relay.git","type":"git","revision":"25070d9749702cb22562f0bb50b9d5481a86f09c"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","relatedPackages":{"com.unity.services.relay.tests":"1.0.1-pre.1"},"name":"com.unity.services.relay","version":"1.0.1-pre.1","displayName":"Relay Allocations","description":"Connect the players of your peer-hosted games with Relay. Your games will also benefit from improved reliability, privacy and the ability to communicate across platforms. To get started, enable listen-server UDP networking for your project on the Unity Dashboard.\n\nFeatures include an allocation service to join game hosts via code, multi-region support, and more.","dependencies":{"com.unity.services.core":"1.1.0-pre.8","com.unity.nuget.newtonsoft-json":"2.0.0","com.unity.modules.unitywebrequest":"1.0.0","com.unity.services.authentication":"1.0.0-pre.4","com.unity.modules.unitywebrequestwww":"1.0.0","com.unity.modules.unitywebrequestaudio":"1.0.0","com.unity.modules.unitywebrequesttexture":"1.0.0","com.unity.modules.unitywebrequestassetbundle":"1.0.0"},"dist":{"shasum":"1e87f3870b603402496c8053d9b4c47f00b08bbe","tarball":"https://download.packages.unity.com/com.unity.services.relay/-/com.unity.services.relay-1.0.1-pre.1.tgz"}},"1.0.0-pre.4":{"_id":"com.unity.services.relay@1.0.0-pre.4","type":"asset","_from":"file:com.unity.services.relay-1.0.0-pre.4.tgz","unity":"2020.3","upmCi":{"footprint":"84b13c5d3fe0db318e1946afb61783c52a6c715f"},"readme":"# Relay SDK\n\nThe Relay SDK provides methods to Create [Allocations][glossary], Create [Join Codes][glossary] and Use [Join Codes][glossary] to join a host.\n\nRelay SDK depends on the Operate Core SDK. \n\nTo use the SDK the player has to be authenticated, using the Authentication SDK:\n\n## Using the Relay SDK\n\n### Import packages\n\n```csharp\nusing Unity.Services.Authentication;\nusing Unity.Services.Core;\nusing Unity.Services.Relay;\nusing Unity.Services.Relay.Allocations;\nusing Unity.Services.Relay.Http;\nusing Unity.Services.Relay.Models;\n```\n\n### Player authentication\n\nEach player must be authenticated. The simplest way to authenticate players is through anonymous authentication using the Authentication SDK. However, other methods are also supported.\n\n```csharp\ntry\n{\n    await UnityServices.Initialize();\n    await AuthenticationService.Instance.SignInAnonymouslyAsync();\n    var playerID = Authentication.PlayerId;\n}\ncatch (Exception e)\n{\n    Debug.Log(e);\n}\n```\n\n### Setup the host\n\nTypically, the player who is hosting the game creates a Relay server allocation. Allocations reserve capacity on a Relay server and provide a way to address data packets.\n\n```csharp\ntry\n{\n    var maxNumberOfPlayer = 10;\n    Response<AllocateResponseBody> response = await RelayService.AllocationsApiClient.CreateAllocationAsync(new CreateAllocationRequest(new AllocationRequest(maxNumberOfPlayer)));\n    var allocation = allocationTask.Result.Result.Data.Allocation;\n    Debug.Log(allocation.AllocationId);\n}\ncatch (HttpException he)\n{\n    Debug.Log(he);\n}\n```\n\nYou can use join codes to allow the host player to invite other players to join the game. The Relay can generate random join codes that are short and easy to read. The join codes are intended to be shared out-of-band, such as through a third-party chat service.\n\n```csharp\ntry\n{\n    Response<JoinCodeResponseBody> response = await RelayService.AllocationsApiClient.CreateJoincodeAsync(new CreateJoincodeRequest(new JoinCodeRequest(hostAllocationId)));\n    JoinCodeData joinCodeData = response.Result.Data;\n    joinCode = joinCodeData.JoinCode;\n    Debug.Log(joinCode);\n    UpdateUI();\n}\ncatch (HttpException he)\n{\n    Debug.Log(he);\n}\n```\n\n### Setup the client\n\nPlayers can join the host by using the join code. You can use the Relay SDK to connect (that is, a Relay endpoint) to the host player.\n\n```csharp\ntry\n{\n    Response<JoinResponseBody> response = await RelayService.AllocationsApiClient.JoinRelayAsync(new JoinRelayRequest(new JoinRequest(joinCode)));\n    var allocation = response.Result.Data.Allocation;\n    Debug.Log(allocation.AllocationId);\n}\ncatch (HttpException he)\n{\n    Debug.Log(he);\n}\n```\n\n[glossary]: http://documentation.cloud.unity3d.com/en/articles/5371884-relay-glossary","samples":[{"path":"Samples~/SimpleRelay","description":"Example usage of the Unity Relay SDK.","displayName":"Simple Relay Sample"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.services.relay.git","type":"git","revision":"286f08099b644809e191f8b2fdf6df122056a5f8"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","relatedPackages":{"com.unity.services.relay.tests":"1.0.0-pre.4"},"name":"com.unity.services.relay","version":"1.0.0-pre.4","displayName":"Relay Allocations","description":"Connect the players of your peer-hosted games with Relay. Your games will also benefit from improved reliability, privacy and the ability to communicate across platforms. 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