Live Interactions (optional):

Optional Functionalities:

From any of your scripts, get a reference to the SynthesisArcadeObject:

  • var synthesis = GameObject.Find("SynthesisRootObject").GetComponent<SynthesisArcadeObject>();

Leaderboard support:

  • synthesis.AddToLeaderboard(<JSON_AS_STRING>);

Session end:

The Synthesis software controls the lifespan of your game executable. When the pre-paid user time is over (=session end), Synthesis will kill your game. This gives you no option to perform some final actions like peacefully end the user experience and encourage them to get back for another play session. Also, you wont have any time to record any final leaderboard data.

When applicable and for a better user experience, we suggest regularly check how much time the user has. If it is between 1 to 30 seconds, end the gameplay, display a nice message, log the leaderboard data, and let Synthesis end the exe. To check how much seconds the user still have, use the following call:

  • var secondsLeft = synthesis.sessionSecondsLeft();

Pay-Per-Play (PPP) billing:

The industry-standard licensing method is Pay-Per-Minute and doesn’t require any special extra code.

However, if you would like your game to be billed Per-Play instead, it is important to be able to notify Synthesis that the current session is over and a new session is starting. For that purpose, you have to call the ResetBillingSession method every time the game is restarted. Without calling ResetBillingSession, any configured PPP Billing will consider the entire lifespan as a single session and will bill it as such. If your game has a fixed gameplay duration, you could specify that on your Producer Package settings and Synthesis will calculate the sessions by dividing the entire lifespan of the session by the predefined duration.

  • var success = synthesis.resetBillingSession(synthesisGameId);

Fine control over the Pay-Per-Minute (PPM) billing model:

Typically, the arcades pay for every minute your game is running on any of their stations. As long as this is widely accepted and is fine for most of the LBVR businesses, the PPM billing model isn’t economically feasible for businesses operating VR Kiosk stations. Such stations usually offer a single game that is running all the time and this could easily result in a licensing bill that exceeds the generated revenue. That’s where a fine billing control is needed:

ReadCommandLineArgument (both Windows and Android)

If your game has specific VR arcade arguments, this function can be used to read the data regardless of the underlying platform (Windows or Android).