Unity integration with Cryptocurrency IOTA API












0















I'm working on integrating IOTA into the Unity game engine, can anyone with programming experience in c# and experience in ternary logic and IOTA help me understand what I need to do to send a transaction through Unity, I am developing an Android app that can give users payouts in IOTA from my wallet (I get paid though ads on the game) I configured the code a little bit from felandil's c# library but I keep getting errors like: IotaApiException: Command getTransactionsToApprove failed!



using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Threading;
using RestSharp;
using Tangle.Net.Entity;
using Tangle.Net.ProofOfWork;
using Tangle.Net.Repository;
using Tangle.Net.Repository.Client;
using Tangle.Net.Repository.Factory;
using Tangle.Net.Utils;
using Tangle.Net.Cryptography;

public class ConnectIOTA : MonoBehaviour {

string accountSeed = "*********Imagine*this*is*my*seed************";
string nodeUri = "https://potato.iotasalad.org:14265";
string sendAddress = "JPKYBFBTSNZNYEJMFIKBKGCAWM9KSOOEDB9PQ9TOESEKNZHPWPGJJZEEBFDWTHMHZXNEPAODZRWQ9KNDCQFMMHMTH9";
string message = "Sent via unity";
int sendAmount = 100;
public Button submit;

void Start () {
Button btn = submit.GetComponent<Button>();
btn.onClick.AddListener(TaskOnClick);
}


void Update () {

}

public void TaskOnClick()
{

//if (int.Parse(sendAmount.text) > 0)
//{
// SendMessageWITOA(accountSeed, nodeUri, sendAddress, sendAmount, message);

//}
//else
//{

SendMessage(nodeUri, sendAddress, message);
//}


}

void SendMessage(string nodeUri, string sendAddress, string message)
{

RestIotaClient iotaClient = new RestIotaClient(new RestClient(nodeUri));
PoWService powService = new PoWService(new CpuPearlDiver()); // the examples will use the CPU to do PoW for a transaction.
RestIotaRepository repository = new RestIotaRepository(iotaClient, powService);

Bundle bundle = new Bundle();
bundle.AddTransfer(new Transfer
{
Address = new Address(sendAddress),
Message = TryteString.FromUtf8String(message),
Tag = Tag.Empty,
Timestamp = Timestamp.UnixSecondsTimestamp
});

bundle.Finalize();
bundle.Sign();

repository.SendTrytes(bundle.Transactions, 27, 14);

}









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    0















    I'm working on integrating IOTA into the Unity game engine, can anyone with programming experience in c# and experience in ternary logic and IOTA help me understand what I need to do to send a transaction through Unity, I am developing an Android app that can give users payouts in IOTA from my wallet (I get paid though ads on the game) I configured the code a little bit from felandil's c# library but I keep getting errors like: IotaApiException: Command getTransactionsToApprove failed!



    using System;
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    using System.Threading;
    using RestSharp;
    using Tangle.Net.Entity;
    using Tangle.Net.ProofOfWork;
    using Tangle.Net.Repository;
    using Tangle.Net.Repository.Client;
    using Tangle.Net.Repository.Factory;
    using Tangle.Net.Utils;
    using Tangle.Net.Cryptography;

    public class ConnectIOTA : MonoBehaviour {

    string accountSeed = "*********Imagine*this*is*my*seed************";
    string nodeUri = "https://potato.iotasalad.org:14265";
    string sendAddress = "JPKYBFBTSNZNYEJMFIKBKGCAWM9KSOOEDB9PQ9TOESEKNZHPWPGJJZEEBFDWTHMHZXNEPAODZRWQ9KNDCQFMMHMTH9";
    string message = "Sent via unity";
    int sendAmount = 100;
    public Button submit;

    void Start () {
    Button btn = submit.GetComponent<Button>();
    btn.onClick.AddListener(TaskOnClick);
    }


    void Update () {

    }

    public void TaskOnClick()
    {

    //if (int.Parse(sendAmount.text) > 0)
    //{
    // SendMessageWITOA(accountSeed, nodeUri, sendAddress, sendAmount, message);

    //}
    //else
    //{

    SendMessage(nodeUri, sendAddress, message);
    //}


    }

    void SendMessage(string nodeUri, string sendAddress, string message)
    {

    RestIotaClient iotaClient = new RestIotaClient(new RestClient(nodeUri));
    PoWService powService = new PoWService(new CpuPearlDiver()); // the examples will use the CPU to do PoW for a transaction.
    RestIotaRepository repository = new RestIotaRepository(iotaClient, powService);

    Bundle bundle = new Bundle();
    bundle.AddTransfer(new Transfer
    {
    Address = new Address(sendAddress),
    Message = TryteString.FromUtf8String(message),
    Tag = Tag.Empty,
    Timestamp = Timestamp.UnixSecondsTimestamp
    });

    bundle.Finalize();
    bundle.Sign();

    repository.SendTrytes(bundle.Transactions, 27, 14);

    }









    share|improve this question

























      0












      0








      0








      I'm working on integrating IOTA into the Unity game engine, can anyone with programming experience in c# and experience in ternary logic and IOTA help me understand what I need to do to send a transaction through Unity, I am developing an Android app that can give users payouts in IOTA from my wallet (I get paid though ads on the game) I configured the code a little bit from felandil's c# library but I keep getting errors like: IotaApiException: Command getTransactionsToApprove failed!



      using System;
      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;
      using UnityEngine.UI;
      using System.Threading;
      using RestSharp;
      using Tangle.Net.Entity;
      using Tangle.Net.ProofOfWork;
      using Tangle.Net.Repository;
      using Tangle.Net.Repository.Client;
      using Tangle.Net.Repository.Factory;
      using Tangle.Net.Utils;
      using Tangle.Net.Cryptography;

      public class ConnectIOTA : MonoBehaviour {

      string accountSeed = "*********Imagine*this*is*my*seed************";
      string nodeUri = "https://potato.iotasalad.org:14265";
      string sendAddress = "JPKYBFBTSNZNYEJMFIKBKGCAWM9KSOOEDB9PQ9TOESEKNZHPWPGJJZEEBFDWTHMHZXNEPAODZRWQ9KNDCQFMMHMTH9";
      string message = "Sent via unity";
      int sendAmount = 100;
      public Button submit;

      void Start () {
      Button btn = submit.GetComponent<Button>();
      btn.onClick.AddListener(TaskOnClick);
      }


      void Update () {

      }

      public void TaskOnClick()
      {

      //if (int.Parse(sendAmount.text) > 0)
      //{
      // SendMessageWITOA(accountSeed, nodeUri, sendAddress, sendAmount, message);

      //}
      //else
      //{

      SendMessage(nodeUri, sendAddress, message);
      //}


      }

      void SendMessage(string nodeUri, string sendAddress, string message)
      {

      RestIotaClient iotaClient = new RestIotaClient(new RestClient(nodeUri));
      PoWService powService = new PoWService(new CpuPearlDiver()); // the examples will use the CPU to do PoW for a transaction.
      RestIotaRepository repository = new RestIotaRepository(iotaClient, powService);

      Bundle bundle = new Bundle();
      bundle.AddTransfer(new Transfer
      {
      Address = new Address(sendAddress),
      Message = TryteString.FromUtf8String(message),
      Tag = Tag.Empty,
      Timestamp = Timestamp.UnixSecondsTimestamp
      });

      bundle.Finalize();
      bundle.Sign();

      repository.SendTrytes(bundle.Transactions, 27, 14);

      }









      share|improve this question














      I'm working on integrating IOTA into the Unity game engine, can anyone with programming experience in c# and experience in ternary logic and IOTA help me understand what I need to do to send a transaction through Unity, I am developing an Android app that can give users payouts in IOTA from my wallet (I get paid though ads on the game) I configured the code a little bit from felandil's c# library but I keep getting errors like: IotaApiException: Command getTransactionsToApprove failed!



      using System;
      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;
      using UnityEngine.UI;
      using System.Threading;
      using RestSharp;
      using Tangle.Net.Entity;
      using Tangle.Net.ProofOfWork;
      using Tangle.Net.Repository;
      using Tangle.Net.Repository.Client;
      using Tangle.Net.Repository.Factory;
      using Tangle.Net.Utils;
      using Tangle.Net.Cryptography;

      public class ConnectIOTA : MonoBehaviour {

      string accountSeed = "*********Imagine*this*is*my*seed************";
      string nodeUri = "https://potato.iotasalad.org:14265";
      string sendAddress = "JPKYBFBTSNZNYEJMFIKBKGCAWM9KSOOEDB9PQ9TOESEKNZHPWPGJJZEEBFDWTHMHZXNEPAODZRWQ9KNDCQFMMHMTH9";
      string message = "Sent via unity";
      int sendAmount = 100;
      public Button submit;

      void Start () {
      Button btn = submit.GetComponent<Button>();
      btn.onClick.AddListener(TaskOnClick);
      }


      void Update () {

      }

      public void TaskOnClick()
      {

      //if (int.Parse(sendAmount.text) > 0)
      //{
      // SendMessageWITOA(accountSeed, nodeUri, sendAddress, sendAmount, message);

      //}
      //else
      //{

      SendMessage(nodeUri, sendAddress, message);
      //}


      }

      void SendMessage(string nodeUri, string sendAddress, string message)
      {

      RestIotaClient iotaClient = new RestIotaClient(new RestClient(nodeUri));
      PoWService powService = new PoWService(new CpuPearlDiver()); // the examples will use the CPU to do PoW for a transaction.
      RestIotaRepository repository = new RestIotaRepository(iotaClient, powService);

      Bundle bundle = new Bundle();
      bundle.AddTransfer(new Transfer
      {
      Address = new Address(sendAddress),
      Message = TryteString.FromUtf8String(message),
      Tag = Tag.Empty,
      Timestamp = Timestamp.UnixSecondsTimestamp
      });

      bundle.Finalize();
      bundle.Sign();

      repository.SendTrytes(bundle.Transactions, 27, 14);

      }






      c# android visual-studio api unity3d






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      asked Nov 25 '18 at 19:52









      Alexander SaccoAlexander Sacco

      84




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