Settings reference
After creating a Talo Settings Asset, you'll be able to customise the configuration options listed on this page.
You can find all the settings in the TaloSettings.cs
script.
Accessing settings
You can use the Talo.Settings
object to get or set individual options.
Settings
accessKey
This is generated on the Talo dashboard. You'll need to fill out your accessKey
before making requests to the Talo API.
The scopes on your access key determine whether certain actions can be performed. For example, if you want to fetch leaderboard entries, you'll need the read:leaderboards
scope. If you want to create leaderboard entries, you'll need the write:leaderboards
scope.
At a minimum, the Talo Unity package requires the read:players
and write:players
scopes.
apiUrl
This is the location of the Talo API. The default cloud version is https://api.trytalo.com
. If you're self-hosting Talo, this should be the address of your backend
container.
socketUrl
This is usually the same as your apiUrl
but with the ws
or wss
protocol.
autoConnectSocket
If enabled, the package will automatically connect to the Talo Socket when the game starts.
webGLEventFlushRate
Talo uses the OnApplicationQuit()
message to flush events before the game is closed. This is not available on the WebGL platform so a timer is used to flush events periodically instead. This setting controls how often events are flushed (in seconds).
Learn more about event flushing here.
continuityEnabled
If enabled, Talo will try to automatically replay failed network requests - learn more about Continuity here.
autoStartSession
If enabled and a valid session token is found, the player will be automatically authenticated. This is documented on the Player Authentication page.
logRequests
If enabled, requests to the Talo API will be logged to the console.
logResponses
If enabled, responses from the Talo API will be logged to the console.
offlineMode
If enabled, Talo will simulate the player not having an internet connection. This is primarily useful for testing.