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);
        }
Пример #2
0
 // 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
        }