private void Start() { inputField = ComponentById <InputField>("ID_Input"); outputText = ComponentById <Text>("ID_Output"); outputText.text = "Poly Toolkit v" + PtSettings.Version.ToString() + "\n" + "Type 'help' for a list of commands.\n\n"; ComponentById <Button>("ID_ClearButton").onClick.AddListener(() => { outputText.text = ""; }); ComponentById <Button>("ID_RunButton").onClick.AddListener(SubmitCurrentCommand); ComponentById <Button>("ID_CopyButton").onClick.AddListener(() => { GUIUtility.systemCopyBuffer = outputText.text; }); ComponentById <Button>("ID_ToggleTransparencyButton").onClick.AddListener(ToggleTransparency); userProfileImage = ComponentById <Image>("ID_UserProfileImage"); userProfileImage.gameObject.SetActive(false); imageDisplay = ComponentById <Image>("ID_ImageDisplay"); imageDisplay.gameObject.SetActive(false); // Subscribe to Unity log messages so we can show them. Application.logMessageReceivedThreaded += HandleLogThreaded; // Initialize Poly. We do this explicit initialization rather than have a PolyToolkitManager on the // scene because we want to use a specific API key that's not the one that's configured in PtSettings // (since we want to keep PtSettings uninitialized for the user to fill in). PolyApi.Init(new PolyAuthConfig(API_KEY, CLIENT_ID, CLIENT_SECRET)); }
// Use this for initialization void Start() { if (!PolyApi.IsInitialized) { PolyApi.Init(authConfig, new PolyCacheConfig()); } if (!Authenticator.IsInitialized) { Authenticator.Initialize(authConfig); } TestImport(kAssetIdFromPoly); }
/// <summary> /// Because Poly doesn't live in the Editor/ space (and couldn't, since it uses GameObjects and /// MonoBehaviours), it will die every time the user enters or exits play mode. This means /// that all of its state and objects will get wiped. So we have to check if it needs initialization /// every time we need to use it. /// </summary> public void EnsurePolyIsReady() { if (!PolyApi.IsInitialized) { PtDebug.Log("ABM: Initializing Poly."); // We need to set a service name for our auth config because we want to keep our auth credentials // separate in a different "silo", so they don't get confused with the runtime credentials // the user might be using in their project. Regular users would not set a service name, so they // use the default silo. authConfig.serviceName = "PolyToolkitEditor"; PolyApi.Init(authConfig, cacheConfig); waitingForSilentAuth = true; //PolyApi.Authenticate(interactive: false, callback: (PolyStatus status) => { // waitingForSilentAuth = false; // OnSignInFinished(/* wasInteractive */ false, status); //}); } }
public void LoadModule() { PolyApi.Init(new PolyAuthConfig(Encoding.UTF8.GetString(Convert.FromBase64String(k_APIKey)), "", "")); }
void Awake() { PolyApi.Init(new PolyAuthConfig(Encoding.UTF8.GetString(Convert.FromBase64String(k_APIKey)), "", "")); m_Container = ObjectUtils.CreateEmptyGameObject("Poly Prefabs", transform).transform; }