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https://github.com/appwrite/appwrite.git
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Update Unity docs for client factories
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@@ -25,7 +25,7 @@ private async UniTask ExampleWithManager()
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_manager = AppwriteManager.Instance ?? new GameObject("AppwriteManager").AddComponent<AppwriteManager>();
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_manager.SetConfig(config);
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var success = await _manager.Initialize();
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var success = await _manager.Initialize(needRealtime: true);
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if (!success)
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{
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Debug.LogError("Failed to initialize AppwriteManager");
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@@ -48,35 +48,29 @@ private async UniTask ExampleWithManager()
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Debug.Log($"Realtime event: {eventName}");
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}
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);
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// Keep a reference to close the subscription when your MonoBehaviour is destroyed.
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// subscription.Close();
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}
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```
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### Using Client directly
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```csharp
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[SerializeField] private AppwriteConfig config;
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private async UniTask ExampleWithDirectClient()
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{
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var client = new Client()
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.SetEndpoint(config.Endpoint)
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.SetProject(config.ProjectId);
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if (!string.IsNullOrEmpty(config.DevKey))
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{
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client.SetDevKey(config.DevKey);
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}
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if (!string.IsNullOrEmpty(config.RealtimeEndpoint))
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{
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client.SetEndPointRealtime(config.RealtimeEndpoint);
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}
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var client = Client.From(
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projectId: "<PROJECT_ID>",
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endpoint: "https://<REGION>.cloud.appwrite.io/v1",
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endpointRealtime: "wss://<REGION>.cloud.appwrite.io/v1");
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var pingResult = await client.Ping();
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Debug.Log($"Direct client ping: {pingResult}");
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}
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```
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You can also create authenticated clients with `Client.FromSession`, `Client.FromDevKey`, or `Client.FromImpersonation` when those authentication flows are needed.
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### Error handling
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```csharp
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@@ -119,3 +113,4 @@ You can use the following resources to learn more and get help:
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- 🚀 [Getting Started Tutorial](https://appwrite.io/docs/getting-started-for-client)
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- 📜 [Appwrite Docs](https://appwrite.io/docs)
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- 💬 [Discord Community](https://appwrite.io/discord)
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- 🧰 [Appwrite SDK Generator](https://github.com/appwrite/sdk-generator)
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