public static UnityUserAuthLoaderSettings GetSettings() { UnityUserAuthLoaderSettings settings = null; // When running in the Unity Editor, we have to load user's customization of configuration data directly from // EditorBuildSettings. At runtime, we need to grab it from the static instance field instead. #if UNITY_EDITOR UnityEditor.EditorBuildSettings.TryGetConfigObject(k_SettingsKey, out settings); #else settings = UnityUserAuthLoaderSettings.s_RuntimeInstance; #endif return(settings); }
// Start initializes the UAS backend public override void Start() { settings = UnityUserAuthLoader.GetSettings(); m_IdDomainId = settings.IDDomainID; m_Client = new IdentityClient(settings.APIBaseUrl, settings.IDDomainID); if (persistentService != null) { if (settings.PersistRefreshToken) { m_State.anonymousToken = persistentService.ReadValue(settings.AnonymousTokenPersistKey); m_State.refreshToken = persistentService.ReadValue(settings.RefreshTokenPersistKey); } else { persistentService.DeleteKey(settings.AnonymousTokenPersistKey); persistentService.DeleteKey(settings.RefreshTokenPersistKey); m_State.anonymousToken = ""; m_State.refreshToken = ""; } } m_Running = true; }
public void Awake() { #if !UNITY_EDITOR s_RuntimeInstance = this; #endif }