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November 28, 2023 15:52
May 29, 2022 17:57

com.utilities.rest

Discord openupm openupm

A Utilities.Rest package for the Unity Game Engine.

Installing

Via Unity Package Manager and OpenUPM

  • Open your Unity project settings
  • Select the Package Manager scoped-registries
  • Add the OpenUPM package registry:
    • Name: OpenUPM
    • URL: https://package.openupm.com
    • Scope(s):
      • com.utilities
  • Open the Unity Package Manager window
  • Change the Registry from Unity to My Registries
  • Add the Utilities.Rest package

Via Unity Package Manager and Git url

  • Open your Unity Package Manager
  • Add package from git url: https://github.com/RageAgainstThePixel/com.utilities.rest.git#upm

    Note: this repo has dependencies on other repositories! You are responsible for adding these on your own.


Documentation

This library aims to provide basic support for common RESTful state transactions with most web APIs.

Advanced features includes progress notifications, authentication and native multimedia downloads of asset bundles, textures, audio clips with file caching.

Table of contents

Authentication

// Get a basic auth header encoded to base64 string:
var basicAuthentication = Rest.GetBasicAuthentication("username", "password");

// Get a bearer auth token header
var bearerToken = Rest.GetBearerOAuthToken("authToken");

Rest Parameters

Rest parameters have been bundled into a single object to make the method signatures a bit more uniform.

var restParameters = new RestParameters(
    headers, // Optional, header information for the request.
    progressCallback, // Optional, Progress callback handler for the request.
    timeout, // Optional, time in seconds before the request expires. Default is -1.
    disposeDownloadHandler, // Optional, dispose the DownloadHandler. Default is true.
    disposeUploadHandler, // Optional, dispose the UploadHandler. Default is true.
    certificateHandler, // Optional, certificate handler for the request.
    disposeCertificateHandler); // Optional, dispose the CertificateHandler. Default is true.
var response = await Rest.GetAsync("www.your.api/endpoint", restParameters);

Get

var response = await Rest.GetAsync("www.your.api/endpoint");
// Validates the response for you and will throw a RestException if the response is unsuccessful.
response.Validate(debug: true);

Post

var form = new WWWForm();
form.AddField("fieldName", "fieldValue");
var response = await Rest.PostAsync("www.your.api/endpoint", form);
// Validates the response for you and will throw a RestException if the response is unsuccessful.
response.Validate(debug: true);

Server Sent Events

var jsonData = "{\"data\":\"content\"}";
var response = await Rest.PostAsync("www.your.api/endpoint", jsonData, eventData => {
    Debug.Log(eventData);
});
// Validates the response for you and will throw a RestException if the response is unsuccessful.
response.Validate(debug: true);

Put

var jsonData = "{\"data\":\"content\"}";
var response = await Rest.PutAsync("www.your.api/endpoint", jsonData);
// Validates the response for you and will throw a RestException if the response is unsuccessful.
response.Validate(debug: true);

Patch

var jsonData = "{\"data\":\"content\"}";
var response = await Rest.PatchAsync("www.your.api/endpoint", jsonData);
// Validates the response for you and will throw a RestException if the response is unsuccessful.
response.Validate(debug: true);

Delete

var response = await Rest.DeleteAsync("www.your.api/endpoint", restParameters);
// Validates the response for you and will throw a RestException if the response is unsuccessful.
response.Validate(debug: true);

Multimedia

Caching

// cache directory defaults to {Application.temporaryCachePath}/download_cache/
// it is currently not possible to set this value, but is likely a nice feature request.
Debug.Log(Rest.DownloadCacheDirectory);

var uri = "www.url.to/remote/resource";

if (Rest.TryGetDownloadCacheItem(uri, out var cachedFilePath))
{
    // the local downloaded file in the cache
    Debug.Log(cachedFilePath);

    // Delete a locally cached item.
    if (Rest.TryDeleteCacheItem(uri))
    {
        Debug.Log($"Deleted {cachedFilePath}");
    }
}

// Clear the whole download cache directory
Rest.DeleteDownloadCache();

Files

var downloadedFilePath = await Rest.DownloadFileAsync("www.your.api/your_file.pdf");

if (!string.IsNullOrWhiteSpace(downloadedFilePath))
{
    Debug.Log(downloadedFilePath);
}

Textures

Pro Tip: This also works with local file paths to load textures async at runtime!

var texture = await Rest.DownloadTextureAsync("www.your.api/your_file.png");

if (texture != null)
{
    // assign it to your renderer
    rawImage.texture = texture;
}

Audio

Pro Tip: This also works with local file paths to load audio clips async at runtime!

var audioClip = await Rest.DownloadAudioClipAsync("www.your.api/your_file.ogg", AudioType.OGGVORBIS);

if (audioClip != null)
{
// assign it to your audio source
audioSource.clip = audioClip;
    audioSource.PlayOneShot(audioClip);
}
Audio Streaming

Streams an audio file from disk or remote resource as soon as enough data has been loaded.

Unsure if this is working correctly as Unity doesn't seem to respect streaming when setting DownloadHandlerAudioClip.streamAudio to true. Seems to work better for local files on disk than remote resources.

var audioClip = await Rest.StreamAudioAsync("local/path/to/your_file.ogg", AudioType.OGGVORBIS, onStreamPlaybackReady =>
{
    audioSource.PlayOneShot(onStreamPlaybackReady);
});
// you can assign the fully downloaded clip to your audio source if desired
audioSource.clip = audioClip;

Asset Bundles

var assetBundle = await Rest.DownloadAssetBundleAsync("www.your.api/asset.bundle");

if (assetBundle != null)
{
    var cube = bundle.LoadAsset<GameObject>("Cube");
    Instantiate(cube);
}