PlaytoliaSocial manages the friends list, player search, and friend request workflows. Data loads automatically after login.
Friends list
var friends = PlaytoliaSocial.GetFriends();
foreach (var friend in friends)
Debug.Log($"{friend.User.DisplayName} — {friend.User.Status}");
Searching for players
var results = PlaytoliaSocial.SearchPlayers("username");
// returns List<Player>
This is a blocking network call — call it off the main thread or in response to user input, not in Update().
Friend requests
// Send
PlaytoliaSocial.SendFriendRequest(player.PlayerId); // use PlayerId, not Id or Uid
// View pending
var incoming = PlaytoliaSocial.GetIncomingFriendRequests();
var outgoing = PlaytoliaSocial.GetOutgoingFriendRequests();
// Respond
PlaytoliaSocial.AcceptFriendRequest(request.RequestId);
PlaytoliaSocial.RejectFriendRequest(request.RequestId);
PlaytoliaSocial.CancelFriendRequest(request.RequestId); // cancel outgoing
// Remove
PlaytoliaSocial.RemoveFriend(friend.FriendshipId); // use FriendshipId, not PlayerId
SendFriendRequest takes a PlayerId. RemoveFriend takes a FriendshipId. Mixing these up is a common mistake.
Listening to changes
void Start() => PlaytoliaSocial.AddListener(OnSocialChanged);
void OnDestroy() => PlaytoliaSocial.RemoveListener(OnSocialChanged);
void OnSocialChanged()
{
var friends = PlaytoliaSocial.GetFriends();
// update UI
}