Registration and Management
This API sets or changes the player's nickname.
URL Confirmation
This API uses the service-account.playnanoo.com domain.
API Information
- URL:
https://service-account.playnanoo.com/api/v20240401/nickname/put - Method:
PUT - Authentication Required: Yes
Request Parameters
| Parameter | Type | Required | Description |
|---|---|---|---|
| change_nickname | string | Required | Nickname to set |
| check_exists | string | Required | Whether to check for duplicates ("Y": check, "N": no check) |
| platform | string | Required | Platform (e.g., "aos", "ios") |
| device_id | string | Required | Device unique ID |
| device_model | string | Required | Device model name |
| device_os | string | Required | Device OS |
| device_language | string | Required | Device language (e.g., "KO", "EN") |
DeviceInfo Inheritance
The Req class for this API inherits from DeviceInfo. All properties of DeviceInfo are automatically included.
Response Data
Res Class
| Field | Type | Description |
|---|---|---|
| Nickname | string | Set nickname |
Unity C# Implementation
BaseResponse Class
Base class for all API responses.
public class BaseResponse
{
public string ErrorCode;
public string Message;
public string WithdrawalKey;
public string BlockKey;
}
Field descriptions:
ErrorCode: Error codeMessage: Error messageWithdrawalKey: Key required for recovery when the account is in withdrawal grace period (only provided for accounts in withdrawal grace period)BlockKey: Key provided when the account is blocked (only provided for blocked accounts)
Nickname Setting Class
using System;
using System.Collections;
using UnityEngine.Networking;
public class NicknamePut
{
static string path = "https://service-account.playnanoo.com/api/v20240401/nickname/put";
[Serializable]
public class Req : DeviceInfo
{
public string change_nickname;
public string check_exists;
public IEnumerator Send(
string change_nickname,
bool check_exists,
Action<Res> onSuccess,
Action<BaseResponse> onError)
{
if (!string.IsNullOrEmpty(change_nickname)) this.change_nickname = change_nickname;
this.check_exists = check_exists ? "Y" : "N";
yield return HttpClient.Send<Req, Res>(
UnityWebRequest.kHttpVerbPUT,
path,
requireToken: true,
body: this,
onSuccess: onSuccess,
onError: onError
);
}
}
[Serializable]
public class Res : BaseResponse
{
public string Nickname;
}
}
Usage Example
public void SetNickname(string newNickname)
{
NicknamePut.Req req = new NicknamePut.Req();
StartCoroutine(req.Send(
change_nickname: newNickname,
check_exists: true, // 중복 확인 수행
onSuccess: res =>
{
Debug.Log($"닉네임 설정 완료: {res.Nickname}");
},
onError: (error) =>
{
Debug.LogError($"닉네임 설정 실패: [{error.ErrorCode}] [{error.Message}]");
if (error.ErrorCode == "NICKNAME_ALREADY_EXISTS")
{
Debug.LogError("이미 사용 중인 닉네임입니다.");
}
}
));
}
check_exists Parameter
true(or "Y"): Performs nickname duplicate check. Returns an error if duplicate.false(or "N"): Skips duplicate check and sets immediately.
It is generally recommended to set this to true to prevent duplicates.