
聊天管理
交换实时消息。较早的历史记录保留在客户端。
SDK 与 REST
与 Unity、Godot 或 Unreal 集成,或使用 REST 接口。
项目控制台
在项目中配置各项功能并管理当前数据。
快速集成
quickstart.dashboard.videos.chat
视频即将上线
quickstart.videoSummaries.chat
using UnityEngine;
using PM.horizOn.Cloud.Manager;
// Existing imported SDK and authenticated player session required.
// Call these methods explicitly from a player action; nothing runs on startup.
public sealed class ChatDemo : MonoBehaviour
{
public async void ReadChannelSnapshot(string channelId)
{
var user = UserManager.Instance.CurrentUser;
if (user == null || !user.IsValid()) return;
var result = await ChatManager.Instance.SyncChannel(user.UserId, channelId);
if (!result.IsSuccess) { Debug.LogWarning(result.ErrorCode); return; }
Debug.Log("Snapshot epoch: " + result.Data.channel.epoch);
foreach (var message in result.Data.messages) Debug.Log(message.text);
// This is the small authorized server window, not the full device history.
// A raw snapshot does not authorize or populate a managed realtime feed.
// WatchChannel waits for confirmed subscription; revocation hides the feed.
}
public void ReadDeviceHistory(string channelId, string before = null)
{
var user = UserManager.Instance.CurrentUser;
if (user == null || !user.IsValid()) return;
var page = ChatManager.Instance.ReadLocalHistory(channelId, before, 50);
if (!page.IsSuccess) { Debug.LogWarning(page.ErrorCode); return; }
foreach (var message in page.Data.messages) Debug.Log(message.text);
// Continue only on an explicit action using page.Data.nextCursor.
// Local delivered history can outlive the small current server window.
// For send/report, import the SDK ChatExample and preserve its original
// operationId, issuedAt, channel and text before one explicit send.
// An uncertain outcome never permits a fresh identity or implicit retry.
}
}SDK将已接收的历史记录保存在设备上,与服务器的实时窗口分开。切换账号会隐藏历史记录,只有明确执行本地删除才会清除。 参见快速入门
