Hey I am not sure if this is the right place to give feedback, but after finally getting my C# server working, there were a few things that would have made the process easier:
1. When you upload a build with multiple files (even in one zip'd root folder), you need to set the exe name to be your zip folder + slash + name.exe, for example if I uploaded a zip file named "MyGame.zip" with MyGame.exe directly in that folder, in the Playfab dashboard the build's exe field would be: MyGame/MyGame.exe
2. In the Custom Game Server tutorial page, it doesn't mention anything about title_id. But when I copied the command line args code from the Unity server example, it had title_id as one of the parsed arguments... so I figured it was auto-added in the build dashboard... but after some confusion I realized it wasn't.
3. Not a huge deal, but the PlayFabGameServer code is using the non-async style of methods, but in the current CSharpSDK it is using async, so it took a bit of time to make those work properly ("PlayFabApiTest.cs" did have examples though which helped).
Thanks. Overall it was very helpful to have the example projects
P.S. I should also mention that for my C# socket server, I had to bind it to "IPAddress.Any", which I guess is different than the unity networking manager.
,Hey I am not sure if this is the right place to give feedback, but after finally getting my C# server working, there were a few things that would have made the process easier:
1. When you upload a build with multiple files (even in one zip'd root folder), you need to set the exe name to be your zip folder + slash + name.exe, for example if I uploaded a zip file named "MyGame.zip" with MyGame.exe directly in that folder, in the Playfab dashboard the build's exe field would be: MyGame/MyGame.exe
2. In the Custom Game Server tutorial page, it doesn't mention anything about title_id. But when I copied the command line args code from the Unity server example, it had title_id as one of the parsed arguments... so I figured it was auto-added in the build dashboard... but after some confusion I realized it wasn't.
3. Not a huge deal but the PlayFabGameServer code is using the non-async style of methods, but in the current CSharpSDK it is using async, so it took a bit of time to make those work properly (kudos to the "PlayFabApiTest.cs" for having good examples).
Thanks. Overall it was very helpful to have the example projects.