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Documentation Index

Fetch the complete documentation index at: https://docs.hyperx.dev/llms.txt

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Social features let players find each other, build relationships, and exchange messages or rewards. Operators can inspect users, mail, messages, and guilds in Console.

User Search and Random Lookup

var users = await HyperX.Core.Search.Users(query: "hero", limit: 20);

await HyperX.Core.Random.Register(
    session.AccessToken,
    bucket: "arena",
    metadata: HyperX.Json.JsonMapper.ToObject("{\"power\":1200}")
);

var candidates = await HyperX.Core.Random.Lookup(
    session.AccessToken,
    bucket: "arena",
    limit: 5
);
Search returns public users by nickname or user ID. Random lookup returns candidates that registered into the same bucket.

Friends

var request = await HyperX.Core.Friends.SendRequest(
    targetUserId,
    session.AccessToken
);

await HyperX.Core.Friends.Accept(request.Id, otherSession.AccessToken);
var friends = await HyperX.Core.Friends.List(session.AccessToken);
Friends support request, accept, reject, remove, and block. Blocked relationships cannot send friend requests or messages.

Mail

var mail = await HyperX.Core.Mail.Send(
    recipientUserId,
    "gift",
    session.AccessToken,
    body: "welcome",
    attachmentPayload: HyperX.Json.JsonMapper.ToObject("{\"gold\":100}")
);

var inbox = await HyperX.Core.Mail.List(session.AccessToken);
var claimed = await HyperX.Core.Mail.Claim(mail.Id, session.AccessToken);
Mail attachments are returned as JSON payloads. Apply rewards according to your game policy and rely on server claim state to prevent duplicate claims.

Messages

var sent = await HyperX.Core.Messages.Send(
    recipientUserId,
    "hello",
    session.AccessToken
);

var thread = await HyperX.Core.Messages.List(
    session.AccessToken,
    peerUserId: recipientUserId
);
Messages are user-to-user text messages. Operators can hide inappropriate messages in Console.

Guilds

var guild = await HyperX.Core.Guilds.Create(
    "knights",
    "Knights",
    session.AccessToken,
    joinPolicy: "approval"
);

var requested = await HyperX.Core.Guilds.Join(guild.Id, otherSession.AccessToken);
await HyperX.Core.Guilds.ApproveMember(guild.Id, requested.UserId, session.AccessToken);
var members = await HyperX.Core.Guilds.Members(guild.Id, session.AccessToken);
joinPolicy is one of open, approval, or invite_only. Joining an approval or invite_only guild creates a member with requested status, and the guild owner or an officer can approve or reject the request.

Notifications

var notifications = await HyperX.Core.Notify.List(
    session.AccessToken,
    unreadOnly: true
);

await HyperX.Core.Notify.MarkRead(
    notifications[0].Id,
    session.AccessToken
);
Use the subscription wrapper to receive new notifications periodically from Unity.
using var subscription = HyperX.Core.Notify.Subscribe(
    session.AccessToken,
    notification => Debug.Log(notification.EventType),
    error => Debug.LogWarning(error.Message),
    pollIntervalMilliseconds: 2000
);