Client
.NET/Unity C++/Unreal/Cocos2d-x JavaScript/Cocos2d-js Godot 3 Godot 4 Java/Android Defold cURL REST Swift Dart/Flutter
Server
TypeScript Go Lua
Tutorials
# Read more about the Tutorials system in Hiro here .
Functions
# Get
# Get all tutorials defined and progress made by the user towards them.
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userId := "userId"
tutorials , err := systems . GetTutorialsSystem (). Get ( ctx , logger , nk , userId )
if err != nil {
return err
}
Accept
# Mark a tutorial as accepted by the user.
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tutorialId := "tutorialId"
userId := "userId"
tutorial , err := systems . GetTutorialsSystem (). Accept ( ctx , logger , nk , tutorialId , userId )
if err != nil {
return err
}
Decline
# Mark a tutorial as declined by the user.
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tutorialId := "tutorialId"
userId := "userId"
tutorial , err := systems . GetTutorialsSystem (). Decline ( ctx , logger , nk , tutorialId , userId )
if err != nil {
return err
}
Abandon
# Mark a tutorial as abandoned by the user.
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tutorialId := "tutorialId"
userId := "userId"
tutorial , err := systems . GetTutorialsSystem (). Abandon ( ctx , logger , nk , tutorialId , userId )
if err != nil {
return err
}
Update
# Modify a tutorial’s current step for a user.
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userId := "userId"
tutorialId := "tutorialId"
step := 2
tutorials , err := systems . GetTutorialsSystem (). Update ( ctx , logger , nk , userId , tutorialId , step )
if err != nil {
return err
}
Reset
# Reset all known state for the given tutorial(s).
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userId := "userId"
tutorialIds := [] string { "tutorialId_001" , "tutorialId_002" }
tutorials , err := systems . GetTutorialsSystem (). Reset ( ctx , logger , nk , userId , tutorialIds )
if err != nil {
return err
}
Hooks
# SetOnStepCompleted
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systems . GetTutorialsSystem (). SetOnStepCompleted ( OnStepCompleted )
func OnStepCompleted ( func ( ctx , logger , nk , userID , tutorialID string , config , resetCount , step , prevStep )){
// Take additional actions.
return nil
}