/// <summary> /// Performs the setup. This is called externally to facilitate /// build automation. /// </summary> /// <param name="clientId">Client identifier.</param> /// <param name="bundleId">Bundle identifier.</param> /// <param name="webClientId">web app client id.</param> /// <param name="nearbySvcId">Nearby connections service Id.</param> /// <param name="requiresGooglePlus">App requires G+ access</param> public static bool PerformSetup(string clientId, string bundleId, string webClientId, string nearbySvcId, bool requiresGooglePlus) { if (!GPGSUtil.LooksLikeValidClientId(clientId)) { GPGSUtil.Alert(GPGSStrings.Setup.ClientIdError); return(false); } if (!GPGSUtil.LooksLikeValidBundleId(bundleId)) { GPGSUtil.Alert(GPGSStrings.IOSSetup.BundleIdError); return(false); } // nearby is optional - only set it up if present. if (nearbySvcId != null) { bool ok = NearbyConnectionUI.PerformSetup(nearbySvcId, false); if (!ok) { Debug.LogError("NearbyConnection Setup failed, returing false."); return(false); } } Save(clientId, bundleId, webClientId, requiresGooglePlus); GPGSUtil.UpdateGameInfo(); // Finished! GPGSProjectSettings.Instance.Set(GPGSUtil.IOSSETUPDONEKEY, true); GPGSProjectSettings.Instance.Save(); AssetDatabase.Refresh(); return(true); }