Usage
The API is accessible through public, static methods on the KongregateWeb class. You never need to access the KongregateWeb instance directly.
The API needs to be loaded before it can be accessed. This will happen automatically on Awake() when the KongregateWeb object is created, however you'll need to wait for KongregateWeb to become ready before accessing any of the API functions. There are two ways of doing this:
IsReadycan be used to check if the API is ready.- The
BecameReadyevent is emitted once the API becomes ready.
Any attempts to access the API (other than IsReady) before it becomes ready will throw an exception. It is always okay to register callbacks on public events, though.
NOTE:
KongregateWebwill automatically create its own instance the first time it is accessed, which may mean that the API won't become ready until a later point. To ensure that the API becomes ready as early as possible, you can explicitly add an instance ofKongregateWebto your scene file. This will help to reduce the amount of time that your game will have to wait before accessing the Kongregate API.
The KongregateWeb class itself provides usage documentation for each of the functions and events. Additionally, the API mirrors the JavaScript API, so you can check the Kongregate docs for more details: https://docs.kongregate.com/v1.0/reference
Cross-Platform Support
The Kongregate API is only available when building for WebGL, and will only work correctly for a game that has been uploaded to the Kongregate website. When deploying your game to another website, or when testing builds locally, you can use KongregateWeb.Status to check the availability of the Kongregate JavaScript API. If you have not yet initialized the web API (by creating the KongregateWeb instance) it will return ApiStatus.Uninitialized. Once you have initialized the API, it will return ApiStatus.IsReady if the JavaScript API is present, or ApiStatus.Unavailable if initialization failed. KongregateWeb.IsReady will also return false if the API is unavailable.