Files

2.3 KiB

Quick Start

Initialize

await Brisk.InitializeAsync(new BriskOptions
{
    BaseUrl = "https://brisk.lightyears.ltd",
    GameKey = "demo-game",
    ClientVersion = Application.version,
    DeviceId = SystemInfo.deviceUniqueIdentifier
});

Login

await Brisk.Auth.LoginWithUserIdAsync("tap", "tap_user_10001");

Common calls

var me = await Brisk.Player.GetMeAsync();
var config = await Brisk.Config.GetCurrentAsync();
var top = await Brisk.Leaderboard.GetTopAsync("season-score", 20);
await Brisk.Leaderboard.SubmitScoreAsync("season-score", 128);

Archive upload

await Brisk.Archive.UploadTextAsync(1, "{\"save\":1}");
await Brisk.Archive.UploadJsonAsync(2, new
{
    save = 1,
    coins = 128
});

var text = await Brisk.Archive.DownloadTextAsync(1);
var json = await Brisk.Archive.DownloadJsonAsync(2);

Notes:

  • if you already have binary data, keep using Brisk.Archive.UploadAsync(slotNo, bytes)
  • if you need version and checksum, keep using Brisk.Archive.DownloadAsync(slotNo)
  • checksum is optional in normal use
  • the SDK computes SHA256 for you automatically
  • if you pass a manual checksum, use plain SHA256 hex
  • values like sha256:abcd... will be normalized by the SDK before upload

Space content

await Brisk.Space.UpdateMyAsync("Hello Brisk Space");

await Brisk.Space.UpdateMyAsync(new
{
    mood = "ready",
    title = "hello"
});

var mySpace = await Brisk.Space.GetByPlayerIdAsync(Brisk.PlayerId);
var myContent = await Brisk.Space.DownloadContentByPlayerIdAsync(Brisk.PlayerId);
var text = Encoding.UTF8.GetString(myContent.Bytes);

Notes:

  • space metadata and space content are now separated
  • GetByPlayerIdAsync(...) returns metadata only
  • use DownloadContentByPlayerIdAsync(...) to read the actual content bytes
  • UpdateMyAsync(...) automatically picks text / binary / json behavior from the payload type

Sample

For the current source project, open directly:

  • Assets/BriskSdk/Samples/QuickStart/BriskQuickStartSample.cs
  • Assets/Scenes/BriskQuickStartScene.unity

The sample scene uses an IMGUI debug panel and can directly test:

  • initialize and restore
  • login by login_user_id
  • login by code
  • player, config, announcement, leaderboard, archive, and space flows
  • global event logs and request results