void Start() { m_versionNumber = ((TextAsset)Resources.Load("Version")).text.ToString(); GameObject.Find("Version Text").GetComponent <Text>().text = m_versionNumber; DontDestroyOnLoad(GameObject.Find("Version Text")); DontDestroyOnLoad(GameObject.Find("FullScreen")); GameObject.Find("Version Text").transform.SetParent(GameObject.Find("Canvas").transform); GameObject.Find("FullScreen").transform.SetParent(GameObject.Find("Canvas").transform); Application.runInBackground = true; /////////////////////////////////////////////////////////////////// // brainCloud game configuration /////////////////////////////////////////////////////////////////// BrainCloudWrapper.Initialize(); /////////////////////////////////////////////////////////////////// m_username = PlayerPrefs.GetString("username"); if (PlayerPrefs.GetInt("remember") == 0) { GameObject.Find("Toggle").GetComponent <Toggle>().isOn = false; } else { GameObject.Find("Toggle").GetComponent <Toggle>().isOn = true; } // Stores the password in plain text directly in the unity store. // This is obviously not secure but speeds up debugging/testing. m_password = PlayerPrefs.GetString("password"); GameObject.Find("UsernameBox").GetComponent <InputField>().text = m_username; GameObject.Find("PasswordBox").GetComponent <InputField>().text = m_password; }
protected virtual void Reauthenticate() { BrainCloudWrapper.Initialize(s_instance.m_lastUrl, s_instance.m_lastSecretKey, s_instance.m_lastGameId, s_instance.m_lastGameVersion); string authType = GetStoredAuthenticationType(); if (authType == AUTHENTICATION_ANONYMOUS) { AuthenticateAnonymous(null, null); } }
void Start() { /////////////////////////////////////////////////////////////////// // brainCloud game configuration /////////////////////////////////////////////////////////////////// BrainCloudWrapper.Initialize(); /////////////////////////////////////////////////////////////////// m_username = PlayerPrefs.GetString("username"); // Stores the password in plain text directly in the unity store. // This is obviously not secure but speeds up debugging/testing. m_password = PlayerPrefs.GetString("password"); }
void Start() { Application.runInBackground = true; if (!PhotonNetwork.connectedAndReady) { PhotonNetwork.ConnectUsingSettings("1.0"); } /////////////////////////////////////////////////////////////////// // brainCloud game configuration /////////////////////////////////////////////////////////////////// BrainCloudWrapper.Initialize(); /////////////////////////////////////////////////////////////////// if (!PhotonNetwork.connectedAndReady) { AppendLog("Connecting to Photon..."); } else { AppendLog("Connected to Photon"); m_connectedToPhoton = true; } m_username = PlayerPrefs.GetString("username"); if (PlayerPrefs.GetInt("remember") == 0) { GameObject.Find("Toggle").GetComponent <Toggle>().isOn = false; } else { GameObject.Find("Toggle").GetComponent <Toggle>().isOn = true; } // Stores the password in plain text directly in the unity store. // This is obviously not secure but speeds up debugging/testing. m_password = PlayerPrefs.GetString("password"); GameObject.Find("UsernameBox").GetComponent <InputField>().text = m_username; GameObject.Find("PasswordBox").GetComponent <InputField>().text = m_password; }
//string m_facebookUserId = ""; //string m_facebookAuthToken = ""; void Start() { BrainCloudWrapper.Initialize(); m_AccessTokenResponse = new Twitter.AccessTokenResponse(); }
//string m_facebookUserId = ""; //string m_facebookAuthToken = ""; void Start() { BrainCloudWrapper.Initialize(); BrainCloudWrapper.GetBC().EnableLogging(true); }
// Use this for initialization void Start() { BrainCloudWrapper.Initialize(); }