private void Awake() { // Allows this class instance to behave like a singleton instance = this; GameObject dt = GameObject.Find("DebugText"); if (dt != null) { _myText = dt.GetComponent <Text>(); IsDebugTextEnabled = (_myText != null); } else { IsDebugTextEnabled = false; } // Attempt to load secrets SecretHelper.LoadSecrets(this); string connString; // Check to see if this is necessary for standalone desktop builds #if !WINDOWS_UWP connString = ConnectionString.Replace("https", "http").Replace("HTTPS", "http").Replace("Https", "http"); #else connString = ConnectionString; #endif // Initialize the Cloud Storage Account based on the connection string // TO DO: Switch to SAS tokens to eliminate the need to embed connection strings in the app StorageAccount = CloudStorageAccount.Parse(connString); }
protected virtual void Awake() { #if !UNITY_WSA || UNITY_EDITOR //This works, and one of these two options are required as Unity's TLS (SSL) support doesn't currently work like .NET //ServicePointManager.CertificatePolicy = new CustomCertificatePolicy(); //This 'workaround' seems to work for the .NET Storage SDK, but not event hubs. //If you need all of it (ex Storage, event hubs,and app insights) then consider using the above. //If you don't want to check an SSL certificate coming back, simply use the return true delegate below. //Also it may help to use non-ssl URIs if you have the ability to, until Unity fixes the issue (which may be fixed by the time you read this) ServicePointManager.ServerCertificateValidationCallback = CheckValidCertificateCallback; //delegate { return true; }; #endif // Attempt to load secrets SecretHelper.LoadSecrets(this); // Make sure we have enough to continue if (string.IsNullOrEmpty(AppId)) { Debug.LogErrorFormat("'{0}' is required but is not set. {1} has been disabled.", "AppId", this.GetType().Name); this.enabled = false; } if (string.IsNullOrEmpty(AppKey)) { Debug.LogErrorFormat("'{0}' is required but is not set. {1} has been disabled.", "AppKey", this.GetType().Name); this.enabled = false; } // Add default strategies (can be overridden) AddDefaultStrategies(); }
private void Awake() { // Attempt to load API secrets SecretHelper.LoadSecrets(this); if (audioSource == null) { audioSource = GetComponent <AudioSource>(); } }
private void Awake() { // Attempt to load API secrets SecretHelper.LoadSecrets(this); }