// This file was @generated with LibOVRPlatform/codegen/main. Do not modify it! namespace Oculus.Platform.Models { using System; using System.Collections; using Oculus.Platform.Models; using System.Collections.Generic; using UnityEngine; /// An GroupPresenceLeaveIntent represents a user's intent to leave a group /// presence which is user's presence to be at a Models.Destination and /// session. People with same session id are considered to be co-present /// together. Every combination of destination api name, lobby session id and /// match session id can uniquely identify a destination. public class GroupPresenceLeaveIntent { /// Destination#ApiName is the unique API Name that refers to an in-app /// destination. public readonly string DestinationApiName; /// This is the match session that the current user wants to leave. A lobby /// session is a session ID that represents a closer group/squad/party of /// users. It is expected that all users with the same lobby session id can see /// or hear each other. Users with the same lobby session id in their group /// presence will show up in the roster and will show up as "Recently Played /// With" for future invites if they aren't already Oculus friends. public readonly string LobbySessionId; /// This is the match session that the current user wants to leave. A match /// session represents all the users that are playing a specific instance of a /// map, game mode, round, etc. This can include users from multiple different /// lobbies that joined together and the users may or may not remain together /// after the match is over. public readonly string MatchSessionId; public GroupPresenceLeaveIntent(IntPtr o) { DestinationApiName = CAPI.ovr_GroupPresenceLeaveIntent_GetDestinationApiName(o); LobbySessionId = CAPI.ovr_GroupPresenceLeaveIntent_GetLobbySessionId(o); MatchSessionId = CAPI.ovr_GroupPresenceLeaveIntent_GetMatchSessionId(o); } } }