Unity integration with Cryptocurrency IOTA API
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
add a comment |
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
add a comment |
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
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
c# android visual-studio api unity3d
asked Nov 25 '18 at 19:52
Alexander SaccoAlexander Sacco
84
84
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