Hello,
About two years ago I made a game utilising PlayFab. I used LoginWithCustomIDRequest for the login, with an option to then register a player name. There are over 350 PC/XBOX users of the game, and about 9000 mobile users. The PlayFab portal shows just under 10,000 players which seems correct... This was made using Unity 2020x.x, Built as a UWP - D3D Type app, with internet client capabilities enabled.
My issue is, in a new game build using Unity 2022, but Built as UWP - XAML, I released a few weeks ago, using the same PlayFab code, but with latest SDK's and in Unity. Of about 30 installs, only about 6 are being registered using the same LoginWithCustomIDRequest system and four of those six logins are me on various devices. Meaning only 2 of 30 real players/customers besides me are getting registered. It's hard for me to test as all my systems work perfectly. What could be going on here? It works perfectly on 100% of my systems. This was frustrating as I made a leaderboard system for the game, as well as a custom Virtual Keyboard system for console players to create a player name once logged in.
Then on another new game just released, it again works perfectly on my systems, but I can see the first person to get my game publicly, failed to login to playfab, yet via MS Partner center can confirm they launched the played the game so I am expecting more issues.. .
As all games are working perfectly on my systems, from both the Unity editor, as Built apps, and even when installed from the Microsoft store onto new computers, I would normally conclude everything is OK, but I know some of the players who are failing to get logged in and I know there is nothing about their networks out of the ordinary.