Auto Endpoints

Auto endpoints are ready to use endpoint implementations that allow the user to easily configure an endpoint in the inspector without using C#.

Transform Auto Endpoint Since 1.4.0

Provides an endpoint implementation to update scaling/rotation and position of the given Game Object.

  • Rest Server: Reference to the rest server to register to. Can be left empty if the rest server component is on the same game object.
  • Target: The object that is modified. If left empty, the game object the component is registered on.
  • Endpoint Path: The endpoint path that accepts requests to retrieve or update scaling/rotation and/or position.

The following HTTP methods are understood by the implementation:

  • GET: Retrieves the current information from the Game Object.
  • POST: Overwrite the current information on the Game Object with the ones supplied from the request. Every field from the json not supplied in the request, will have it’s default value (usually 0).
  • PATCH: Update the current information on the Game Object with the information from the request. Fields not supplied in the json will retrain their current value.

The endpoint understands the following json format and also accepts the same json to update the referenced Game Object:

{
  "position": {
    "x": 0.0,
    "y": 0.0,
    "z": 0.0
  },
  "rotation": {
    "x": 0.0,
    "y": 0.0,
    "z": 0.0
  },
  "scale": {
    "x": 1.0,
    "y": 1.0,
    "z": 1.0
  }
}

Material Auto Endpoint Since 1.4.0

tbd.

Static Content Auto Endpoint New in 1.5.0

Helps with serving static content, like JavaScript, HTML, CSS and other file types, directly from the inspector without custom coding.

Options:

  • Rest Server: Reference to the rest server to register to. Can be left empty if the rest server component is on the same game object.
  • Root Path: The path under which all assets added to this component are registered to be accessed.
  • Map index Html: If set registers content, that ends with index.htm or index.html, under the directory path /.
  • Use Coroutine Init: If set asynchronously registers the content incremental after startup. If unset all content will be extracted and registered when the scene is loaded.
  • Debug Log: Give more information when registering content to the rest server.

Options for Files:

  • Sub Path: Path under which this content is reachable. Added to the Root Path to get the final path.
  • Extract Zip: Switches this entry to zip mode, see below.
  • Asset: Reference to the unity asset to serve.
  • Handle as binary?: If set the asset is read using the binary Unity Asset API. Use with images or other binary content and make sure that the asset is named .bytes
  • Content Type: The Content-Type header to send to the caller when this file is delivered

Options for Zip Files:

The static content auto endpoint can dynamically extract zip files and deliver the contents. This is useful for delivering JavaScript applications, for example.

  • Sub Path: Path under which this content is reachable. Added to the Root Path to get the final path. Every file from the zip will be under this sub path.
  • Extract Zip: Has to be enabled for zip extraction mode.
  • Asset: Reference to the zip file asset to extract.