# Session & Cameras
Here we cover the Frameplay Session & Registered Camera in Unity.
For more information on Frameplay Sessions, Cameras and best practices see our Developer Guidelines.
# Starting a Session
Start a Frameplay Session by calling Frameplay.StartSession()
. This only needs to be called once, ideally at launch.
Follow the Install Guide to use our "StartSession.cs" example script.
The StartSession()
parameters are as follows:
Frameplay Developer Settings (Required): This is a reference to the Frameplay Developer Settings. This can be referenced by a Game Object in the Scene (StartSession.cs example), loaded using Resources (opens new window) or Asset Bundles (opens new window).
Player Data (Optional): If available, the players Age and Sex should be passed as parameters to the
StartSession
call. These can be sourced from a client API or a custom login. This data allows for targeted advertisements.Action Delegate (Optional): Action (opens new window) called when the Frameplay session has successfully started. Typically used for registering a camera once the SDK is initialized.
# Registered Cameras
The Frameplay Session requires a reference to a Unity Camera (opens new window). This should be called each time the active camera changes.
The camera is used for gathering metrics and activating advertisements colliders. Only one Camera Object can be registered at any one time. They can be registered and deregistered when required.
# Register
Register a Unity Camera object by calling Frameplay.RegisterCamera()
. The easiest way to do this is to use the StartSession callback parameter.
Frameplay.RegisterCamera()
parameters are as follows:
- Camera (Required): The players current Unity Camera Object (opens new window)
# Deregister
Deregister a camera by calling Frameplay.DeregisterCamera()
from a Unity Script (opens new window). There are no parameters required.
More information on the Frameplay API.