🔐Account Management in Unity

Learn how to manage your players' accounts and their Kinetix emote content.

Account Implementation

Connecting your user

You need to create a unique and immutable _UserId for each of your users. You can for example use the UserID of the distribution's platform, but it can also be any unique chain of character of your choice.

Each time an user logs in with their email or username in your game, call:

KinetixCore.Account.ConnectAccount(string _UserId, Action _OnSuccess = null, Action _OnFailure = null);

Disconnecting your user

And each time an user logs out, call:

KinetixCore.Account.DisconnectAccount();

The account module of our SDK only accepts one user at the time. Any attempt to log in another user will disconnect the previous one.

Fetching your user's emotes

You can retrieve manually the user's emotes through the API of the core package via this method :

KinetixCore.Metadata.GetUserAnimationMetadatas(Action<AnimationMetadata[]> 
                                               _Callback);

Please note that the number of Kinetix emotes fetched for a single user is currently limited to 1000 emotes

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