Class TieringConfigTiersInner
TieringConfigTiersInner
Inherited Members
Namespace: Unity.Services.Apis.Admin.Leaderboards
Assembly: Unity.Services.Apis.dll
Syntax
[DataContract(Name = "TieringConfig_tiers_inner")]
[Preserve]
public class TieringConfigTiersInner
Constructors
TieringConfigTiersInner(string, double?)
Initializes a new instance of the TieringConfigTiersInner class.
Declaration
[Preserve]
public TieringConfigTiersInner(string id = null, double? cutoff = null)
Parameters
Type | Name | Description |
---|---|---|
string | id | The ID of the tier. (required). |
double? | cutoff | Exactly one tier in the |
Properties
Cutoff
Exactly one tier in the tiers
array must omit this value to act as the default tier. The worst value to include in the tier. For score-based tiers, this relates to your sort order. For a descending leaderboard, the tier includes entries with this score and higher. For an ascending leaderboard, the tier includes entries with this score and lower. For rank and percentage-based tiers, the tier includes entries with this rank or percentage and better. Percentage-based cutoffs are like rank-based cutoffs that scale with your number of players. For example, if you specify a percentage-based cutoff of 10
, a leaderboard of 100 players would include ranks 0-9 in the tier, whereas with 1000 players the tier would include ranks 0-99. Specify percentage-based cutoffs as the percentage desired without the percent symbol, e.g. 10
for 10%.
Declaration
[DataMember(Name = "cutoff", EmitDefaultValue = true)]
[Preserve]
public double? Cutoff { get; set; }
Property Value
Type | Description |
---|---|
double? | Exactly one tier in the |
Id
The ID of the tier.
Declaration
[DataMember(Name = "id", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public string Id { get; set; }
Property Value
Type | Description |
---|---|
string | The ID of the tier. |