Unity Game Server Client SDK

This is the Unity version of the Agones Game Server Client SDK.

Check the Client SDK Documentation for more details on each of the SDK functions and how to run the SDK locally.

SDK Functionality

Area Action Implemented
Lifecycle Ready ✔️
Lifecycle Health ✔️
Lifecycle Reserve ✔️
Lifecycle Allocate ✔️
Lifecycle Shutdown ✔️
Configuration GameServer ✔️
Configuration Watch ✔️
Metadata SetAnnotation ✔️
Metadata SetLabel ✔️
Counters GetCounterCount
Counters SetCounterCount
Counters IncrementCounter
Counters DecrementCounter
Counters SetCounterCapacity
Counters GetCounterCapacity
Lists AppendListValue
Lists DeleteListValue
Lists SetListCapacity
Lists GetListCapacity
Lists ListContains
Lists GetListLength
Lists GetListValues
Player Tracking GetConnectedPlayers ✔️
Player Tracking GetPlayerCapacity ✔️
Player Tracking GetPlayerCount ✔️
Player Tracking IsPlayerConnected ✔️
Player Tracking PlayerConnect ✔️
Player Tracking PlayerDisconnect ✔️
Player Tracking SetPlayerCapacity ✔️

Additional methods have been added for ease of use:

  • Connect

Installation

The client SDK code can be manually downloaded and added to your project hierarchy.

It can also be imported into your project via the Unity Package Manager (UPM). To do that, open your project’s manifest.json file, and add the following line to the dependencies section:

{
  "dependencies": {
        "com.googleforgames.agones": "https://github.com/googleforgames/agones.git?path=/sdks/unity",
...

If you want a specific release, the dependency can be pinned to that version. For example:

"com.googleforgames.agones": "https://github.com/googleforgames/agones.git?path=/sdks/unity#v1.40.0",

Download

Download the source directly from GitHub .

Prerequisites

  • Unity >= 2018.x (.NET 4.x)

Usage

Import this script to your unity project and attach it to GameObject.

To begin working with the SDK, get an instance of it.

var agones = agonesGameObject.GetComponent<Agones.AgonesSdk>();

To connect to the SDK server, either local or when running on Agones, run the async Connect() method. This will wait for up to 30 seconds if the SDK server has not yet started and the connection cannot be made, and will return false if there was an issue connecting.

bool ok = await agones.Connect();

To mark the game server as ready to receive player connections, call the async method Ready().

async void SomeMethod()
{
    bool ok = await agones.Ready();
}

To get the details on the backing GameServer call GameServer().

Will return null if there is an error in retrieving the GameServer record.

var gameserver = await agones.GameServer();

To mark the GameServer as Reserved for a duration call Reserve(TimeSpan duration).

ok = await agones.Reserve(duration);

To mark that the game session is completed and the game server should be shut down call Shutdown().

bool ok = await agones.Shutdown();

Similarly SetAnnotation(string key, string value) and SetLabel(string key, string value) are async methods that perform an action.

And there is no need to call Health(), it is automatically called.

To watch when the backing GameServer configuration changes call WatchGameServer(callback), where the delegate function callback will be executed every time the GameServer configuration changes.

agones.WatchGameServer(gameServer => Debug.Log($"Server - Watch {gameServer}"));

Player Tracking

To use alpha features use the AgonesAlphaSDK class.

var agones = agonesGameObject.GetComponent<Agones.AgonesAlphaSdk>();

Alpha: PlayerConnect

This method increases the SDK’s stored player count by one, and appends this playerID to GameServer.Status.Players.IDs. Returns true and adds the playerID to the list of playerIDs if the playerIDs was not already in the list of connected playerIDs.

bool ok = await agones.PlayerConnect(playerId);

Alpha: PlayerDisconnect

This function decreases the SDK’s stored player count by one, and removes the playerID from GameServer.Status.Players.IDs. Will return true and remove the supplied playerID from the list of connected playerIDs if the playerID value exists within the list.

bool ok = await agones.PlayerDisconnect(playerId);

Alpha: SetPlayerCapacity

Update the GameServer.Status.Players.Capacity value with a new capacity.

var capacity = 100;
bool ok = await agones.SetPlayerCapacity(capacity);

Alpha: GetPlayerCapacity

This function retrieves the current player capacity GameServer.Status.Players.Capacity. This is always accurate from what has been set through this SDK, even if the value has yet to be updated on the GameServer status resource.

long capacity = await agones.GetPlayerCapacity();

Alpha: GetPlayerCount

Returns the current player count

long count = await agones.GetPlayerCount();

Alpha: IsPlayerConnected

This returns if the playerID is currently connected to the GameServer. This is always accurate, even if the value hasn’t been updated to the GameServer status yet.

bool isConnected = await agones.IsPlayerConnected(playerId);

Alpha: GetConnectedPlayers

This returns a list of the playerIDs that are currently connected to the GameServer.

List<string> players = await agones.GetConnectedPlayers();

Settings

The properties for the Unity Agones SDK can be found in the Inspector.

  • Health Interval Second
    • Interval of the server sending a health ping to the Agones sidecar. (default: 5)
  • Health Enabled
    • Whether the server sends a health ping to the Agones sidecar. (default: true)
  • Log Enabled
    • Debug Logging Enabled. Debug logging for development of this Plugin. (default: false)

Last modified March 19, 2024: Update Supported Kubernetes to 1.27, 1.28, 1.29 (#3654) (ace51d6)