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guides/building-transaction-heavy-games-with-unity.mdx

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## How to implement this with Unity?
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First, you'll want to build a local cache of what the user has on-chain. This is easy enough to do, simply [read from the blockchain](/sdk/unity/power/read-from-blockchain) and locally store the user's token balances in whatever format is convenient. If you're converting an existing game or prototype from using a local storage system (like PlayerPrefs) or a remote storage system (like a [RDBMS](https://en.wikipedia.org/wiki/List_of_relational_database_management_systems)) then you likely already have a local cache implemented and you may just need to build an adapter.
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First, you'll want to build a local cache of what the user has on-chain. This is easy enough to do, simply [read from the blockchain](/sdk/unity/indexer/read-from-blockchain) and locally store the user's token balances in whatever format is convenient. If you're converting an existing game or prototype from using a local storage system (like PlayerPrefs) or a remote storage system (like a [RDBMS](https://en.wikipedia.org/wiki/List_of_relational_database_management_systems)) then you likely already have a local cache implemented and you may just need to build an adapter.
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Next, you'll likely want to make use of the `TransactionQueuer` and its inheritors provided by the Unity SDK. The `TransactionQueuer`s are highly configurable and are designed to support the development of games where player's take many state-manipulating actions. For instance, if your game involves collecting a lot of coins (or similar) as low-value transactions, you'll likely want to make use of the `PermissionedMinterTransactionQueuer` (assuming your `mint` function has permissions, the default, and you are minting from a server) or the `SequenceWalletTransactionQueuer` (if anyone can mint). Using these, you can simply queue up a bunch of transactions; these transactions will be automatically combined if possible (e.g. instead of having 'mint(amount: 5, tokenId: 11)' and 'mint(amount: 3, tokenId: 11)', these would get combined to 'mint(amount: 8, tokenId: 11)'). Then, you can have your transactions be submitted ever x seconds or whenever a function call is made but no sooner than every y seconds (overrideable for high-value transactions), etc. To learn more about working with the `TransactionQueuer`, please see [this doc](/sdk/unity/power/write-to-blockchain#transaction-queuers).
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Next, you'll likely want to make use of the `TransactionQueuer` and its inheritors provided by the Unity SDK. The `TransactionQueuer`s are highly configurable and are designed to support the development of games where player's take many state-manipulating actions. For instance, if your game involves collecting a lot of coins (or similar) as low-value transactions, you'll likely want to make use of the `PermissionedMinterTransactionQueuer` (assuming your `mint` function has permissions, the default, and you are minting from a server) or the `SequenceWalletTransactionQueuer` (if anyone can mint). Using these, you can simply queue up a bunch of transactions; these transactions will be automatically combined if possible (e.g. instead of having 'mint(amount: 5, tokenId: 11)' and 'mint(amount: 3, tokenId: 11)', these would get combined to 'mint(amount: 8, tokenId: 11)'). Then, you can have your transactions be submitted ever x seconds or whenever a function call is made but no sooner than every y seconds (overrideable for high-value transactions), etc. To learn more about working with the `TransactionQueuer`, please see [this doc](/sdk/unity/wallets/embedded-wallet/blockchain-interactions#transaction-queuers).
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Finally, you'll want to check for failures in your transactions and handle the errors appropriately.
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guides/jelly-forest-unity-guide.mdx

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### 1. Reading the Chain
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Reading the tokens in a given user's wallet is a complicated process that is made much easier using [Sequence's Indexer](/api-references/indexer/overview) which the [Unity SDK implements](/sdk/unity/power/read-from-blockchain).
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Reading the tokens in a given user's wallet is a complicated process that is made much easier using [Sequence's Indexer](/api-references/indexer/overview) which the [Unity SDK implements](/sdk/unity/indexer/read-from-blockchain).
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Here's a code snippet from Jelly Forest where we use the Indexer to read all the tokens in a player's wallet from our game's ERC1155 contract.
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guides/using-unity-iap-to-sell-nfts.mdx

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}
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```
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For more information on the transaction queuers, please checkout [this doc](/sdk/unity/power/write-to-blockchain#transaction-queuers).
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For more information on the transaction queuers, please checkout [this doc](/sdk/unity/wallets/embedded-wallet/blockchain-interactions#transaction-queuers).
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<Warning>
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Apple and Google allow users the option to chargeback an IAP made by mistake. In this case, your user will still have the token(s) minted to them. While you can handle this via traditional means (e.g. banning players who frequently chargeback purchases), you should be careful not to sell high-value NFTs via this method due to fraudulent chargeback risk.

sdk/unity/wallets/embedded-wallet/setup.mdx

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`Url Scheme` - You must replace this with a string that is unique to your application. This is very important. Failure to do so will cause unexpected behaviour when signing in with social sign in and it will not work.
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`StoreSessionPrivateKeyInSecureStorage` - Available on select platforms: we have integrated with the platform's native secure storage system. If enabled, we will store session wallet info (including the private key) in secure storage and automatically attempt to recover the session for the user after closing the app (so they won't need to login again). With this disabled (default) or on an unsupported platform, the session wallet's private keys never leave the application's runtime memory; however, your user will need to sign in again anytime they close the app. The default `SequenceLoginWindow` Boilerplate (see [Bootstrap your Game](/sdk/unity/bootstraps)) will handle this behaviour for you automatically, navigating to the appropriate page.
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`StoreSessionPrivateKeyInSecureStorage` - Available on select platforms: we have integrated with the platform's native secure storage system. If enabled, we will store session wallet info (including the private key) in secure storage and automatically attempt to recover the session for the user after closing the app (so they won't need to login again). With this disabled (default) or on an unsupported platform, the session wallet's private keys never leave the application's runtime memory; however, your user will need to sign in again anytime they close the app. The default `SequenceLoginWindow` Boilerplate (see [Bootstrap your Game](/sdk/unity/bootstrap)) will handle this behaviour for you automatically, navigating to the appropriate page.
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`EnableMultipleAccountsPerEmail` - By default, the SDK will only allow users to create one account per email. The account is initially associated with the login method used (email + OTP, PlayFab, Google, etc.); the user can associate additional login methods with their account (more on this in the [Authentication section](/sdk/unity/wallets/embedded-wallet/onboard/authentication/federated-accounts)). If `EnableMultipleAccountsPerEmail` is enabled, users have the option to create multiple accounts per email address (associated with different login methods). While we have enabled this functionality, we, in general, feel this behaviour may be confusing to end-users and recommend integrators keep this option in the default disabled status.
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